Added opengl resources deleting at exit (textures, arrays...)
This commit is contained in:
parent
bc9db69564
commit
479dcb03ac
27 changed files with 203 additions and 65 deletions
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@ -117,7 +117,7 @@ Vector3 Vector3::midPointTo(const Vector3 &other) const {
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Vector3 Vector3::randomInSphere(double radius, bool only_surface, RandomGenerator &random) {
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// TODO More uniform spatial repartition
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// The current randomization clusters result near the center and at the poles
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VectorSpherical vec = {only_surface ? radius : random.genDouble() * radius,
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(random.genDouble() - 0.5) * M_PI, random.genDouble() * M_2PI};
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VectorSpherical vec = {only_surface ? radius : random.genDouble() * radius, (random.genDouble() - 0.5) * M_PI,
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random.genDouble() * M_2PI};
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return Vector3(vec);
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}
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@ -71,7 +71,8 @@ class BASICSSHARED_EXPORT Vector3 {
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*
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* If *only_surface* is true, produce a vector with *radius* as length.
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*/
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false, RandomGenerator &random = RandomGeneratorDefault);
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false,
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RandomGenerator &random = RandomGeneratorDefault);
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public:
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// TODO Make private
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@ -153,8 +153,7 @@ void AtmosphereDefinition::generateStars(int count, RandomGenerator &random) {
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for (int i = 0; i < count; ++i) {
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Star star;
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star.location =
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Vector3((random.genDouble() - 0.5) * 100000.0, (random.genDouble() * 0.5) * 100000.0,
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star.location = Vector3((random.genDouble() - 0.5) * 100000.0, (random.genDouble() * 0.5) * 100000.0,
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(random.genDouble() - 0.5) * 100000.0);
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if (star.location.getNorm() < 30000.0) {
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i--;
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@ -108,8 +108,7 @@ void Scenery::autoPreset(RandomGenerator &random) {
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Logs::debug() << "[Definition] New scenery generated from seed " << random.getSeed() << std::endl;
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}
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void Scenery::autoPreset(unsigned int seed)
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{
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void Scenery::autoPreset(unsigned int seed) {
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RandomGenerator random(seed);
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autoPreset(random);
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}
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@ -42,23 +42,11 @@ MainModelerWindow::MainModelerWindow() {
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render_process = new RenderProcess(this, render_preview_provider);
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// Bind file buttons
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QObject *button_new = findQmlObject("tool_file_new");
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if (button_new) {
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connect(button_new, SIGNAL(clicked()), this, SLOT(newFile()));
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}
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QObject *button_save = findQmlObject("tool_file_save");
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if (button_save) {
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connect(button_save, SIGNAL(clicked()), this, SLOT(saveFile()));
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}
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QObject *button_load = findQmlObject("tool_file_load");
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if (button_load) {
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connect(button_load, SIGNAL(clicked()), this, SLOT(loadFile()));
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}
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QObject *button_exit = findQmlObject("tool_file_exit");
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if (button_exit) {
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connect(button_exit, SIGNAL(clicked()), this, SLOT(exit()));
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}
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connectQmlSignal("tool_file_new", SIGNAL(clicked()), this, SLOT(newFile()));
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connectQmlSignal("tool_file_save", SIGNAL(clicked()), this, SLOT(saveFile()));
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connectQmlSignal("tool_file_load", SIGNAL(clicked()), this, SLOT(loadFile()));
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connectQmlSignal("tool_file_exit", SIGNAL(clicked()), this, SLOT(exit()));
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connectQmlSignal("root", SIGNAL(stopped()), this, SLOT(effectiveExit()));
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}
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MainModelerWindow::~MainModelerWindow() {
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@ -126,7 +114,7 @@ void MainModelerWindow::loadFile() {
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}
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void MainModelerWindow::exit() {
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close();
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renderer->stop();
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}
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void MainModelerWindow::keyReleaseEvent(QKeyEvent *event) {
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@ -178,3 +166,7 @@ void MainModelerWindow::keyReleaseEvent(QKeyEvent *event) {
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}
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}
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}
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void MainModelerWindow::effectiveExit() {
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close();
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}
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@ -40,6 +40,9 @@ class MainModelerWindow : public QQuickView {
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protected:
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virtual void keyReleaseEvent(QKeyEvent *event) override;
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protected slots:
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void effectiveExit();
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private:
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Scenery *scenery;
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OpenGLRenderer *renderer;
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@ -41,6 +41,11 @@ void OpenGLView::paint() {
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return;
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}
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if (renderer->isStopped()) {
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emit stopped();
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return;
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}
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if (not initialized or not renderer) {
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renderer->initialize();
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initialized = true;
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@ -19,6 +19,9 @@ class OpenGLView : public QQuickItem {
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void handleResize();
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void handleSceneGraphReady();
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signals:
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void stopped();
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protected:
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virtual void wheelEvent(QWheelEvent *event) override;
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virtual void mousePressEvent(QMouseEvent *event) override;
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@ -1,5 +1,6 @@
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#include "OpenGLPart.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderProgram.h"
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#include "OpenGLVertexArray.h"
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@ -7,14 +8,25 @@ OpenGLPart::OpenGLPart(OpenGLRenderer *renderer) : renderer(renderer) {
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}
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OpenGLPart::~OpenGLPart() {
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for (auto &pair: shaders) {
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for (auto pair : shaders) {
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delete pair.second;
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}
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for (auto &array: arrays) {
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for (auto array : arrays) {
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delete array;
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}
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}
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void OpenGLPart::destroy() {
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OpenGLFunctions *functions = getFunctions();
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for (auto shader : shaders) {
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shader.second->destroy(functions);
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}
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for (auto array : arrays) {
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array->destroy(functions);
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}
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}
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void OpenGLPart::interrupt() {
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}
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@ -29,13 +41,16 @@ OpenGLShaderProgram *OpenGLPart::createShader(const std::string &name) {
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}
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}
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OpenGLVertexArray *OpenGLPart::createVertexArray(bool has_uv, bool strip)
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{
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OpenGLVertexArray *OpenGLPart::createVertexArray(bool has_uv, bool strip) {
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OpenGLVertexArray *result = new OpenGLVertexArray(has_uv, strip);
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arrays.push_back(result);
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return result;
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}
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OpenGLFunctions *OpenGLPart::getFunctions() {
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return renderer->getOpenGlFunctions();
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}
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void OpenGLPart::updateScenery(bool onlyCommon) {
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// Let subclass do its own collecting
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if (not onlyCommon) {
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@ -26,6 +26,9 @@ class OPENGLSHARED_EXPORT OpenGLPart {
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// Do the rendering
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virtual void render() = 0;
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// Free opengl resources generated in context (like textures...)
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virtual void destroy();
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// Interrupt the rendering
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virtual void interrupt();
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@ -46,6 +49,8 @@ class OPENGLSHARED_EXPORT OpenGLPart {
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*/
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OpenGLVertexArray *createVertexArray(bool has_uv, bool strip);
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OpenGLFunctions *getFunctions();
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// Access to the main scenery renderer
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OpenGLRenderer *renderer;
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@ -18,6 +18,8 @@ OpenGLRenderer::OpenGLRenderer(Scenery *scenery) : SoftwareRenderer(scenery) {
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ready = false;
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paused = false;
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displayed = false;
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stopping = false;
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stopped = false;
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vp_width = 1;
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vp_height = 1;
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@ -65,6 +67,16 @@ void OpenGLRenderer::checkForErrors(const std::string &domain) {
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}
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}
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void OpenGLRenderer::destroy() {
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shared_state->destroy(functions);
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skybox->destroy();
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terrain->destroy();
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water->destroy();
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checkForErrors("stopping");
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}
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void OpenGLRenderer::initialize() {
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ready = functions->initializeOpenGLFunctions();
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@ -145,7 +157,12 @@ void OpenGLRenderer::resize(int width, int height) {
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}
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void OpenGLRenderer::paint(bool clear) {
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if (ready and not paused) {
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if (stopping) {
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if (not stopped) {
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destroy();
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stopped = true;
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}
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} else if (ready and not paused) {
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checkForErrors("before_paint");
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if (clear) {
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -169,6 +186,11 @@ void OpenGLRenderer::paint(bool clear) {
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}
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}
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bool OpenGLRenderer::stop() {
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stopping = true;
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return stopped;
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}
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void OpenGLRenderer::reset() {
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if (ready) {
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skybox->updateScenery();
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@ -10,8 +10,8 @@ class QMatrix4x4;
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namespace paysages {
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namespace opengl {
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/*!
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* \brief Scenery renderer in an OpenGL context.
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/**
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* Scenery renderer in an OpenGL context.
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*/
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class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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public:
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@ -30,6 +30,12 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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inline bool isDisplayed() const {
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return displayed;
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}
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inline bool isStopping() const {
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return stopping;
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}
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inline bool isStopped() const {
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return stopped;
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}
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/**
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* Check for errors in OpenGL context.
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@ -38,11 +44,27 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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*/
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void checkForErrors(const std::string &domain);
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/**
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* Release any allocated resource in the opengl context.
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*
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* Must be called in the opengl rendering thread, and before the destructor is called.
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*/
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void destroy();
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void initialize();
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void prepareOpenGLState(bool clear = true);
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void resize(int width, int height);
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void paint(bool clear = true);
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/**
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* Ask for the rendering to stop gracefully.
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*
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* Returns true if the rendering is stopped and resources freed.
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*
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* This should be called in an idle loop, while it returns false.
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*/
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bool stop();
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/**
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* Reset the whole state (when the scenery has been massively updated).
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*/
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@ -95,6 +117,8 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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bool ready;
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bool paused;
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bool displayed;
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bool stopping;
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bool stopped;
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int vp_width;
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int vp_height;
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@ -41,6 +41,10 @@ void OpenGLShaderProgram::addFragmentSource(const std::string &path) {
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}
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}
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void OpenGLShaderProgram::destroy(OpenGLFunctions *functions) {
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program->removeAllShaders();
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}
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void OpenGLShaderProgram::compile() {
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std::string prefix = std::string("#version ") + OPENGL_GLSL_VERSION + "\n\n";
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@ -16,6 +16,13 @@ class OPENGLSHARED_EXPORT OpenGLShaderProgram {
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void addVertexSource(const std::string &path);
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void addFragmentSource(const std::string &path);
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/**
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* Release any allocated resource in the opengl context.
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*
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* Must be called in the opengl rendering thread, and before the destructor is called.
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*/
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void destroy(OpenGLFunctions *functions);
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/**
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* Draw a VertexArray object.
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*
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@ -15,6 +15,12 @@ void OpenGLSharedState::apply(OpenGLShaderProgram *program, int &texture_unit) {
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}
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}
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void OpenGLSharedState::destroy(OpenGLFunctions *functions) {
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for (const auto &pair : variables) {
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pair.second->destroy(functions);
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}
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}
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OpenGLVariable *OpenGLSharedState::get(const std::string &name) {
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OpenGLVariable *&var = variables[name];
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if (var == NULL) {
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@ -11,21 +11,28 @@ class QImage;
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namespace paysages {
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namespace opengl {
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/*!
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* \brief OpenGL variables that can be shared between shaders.
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/**
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* OpenGL variables that can be shared between shaders.
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*/
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class OPENGLSHARED_EXPORT OpenGLSharedState {
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public:
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OpenGLSharedState();
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~OpenGLSharedState();
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/*!
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* \brief Apply the stored variables to the bound program.
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/**
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* Apply the stored variables to the bound program.
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*/
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void apply(OpenGLShaderProgram *program, int &texture_unit);
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/*!
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* \brief Get or create a variable in the state.
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/**
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* Release any allocated resource in the opengl context.
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*
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* Must be called in the opengl rendering thread, and before the destructor is called.
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*/
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void destroy(OpenGLFunctions *functions);
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/**
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* Get or create a variable in the state.
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*/
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OpenGLVariable *get(const std::string &name);
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@ -94,6 +94,13 @@ void OpenGLTerrain::interrupt() {
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}
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}
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void OpenGLTerrain::destroy() {
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OpenGLFunctions *functions = getFunctions();
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for (auto &chunk : _chunks) {
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chunk->destroy(functions);
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}
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}
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void OpenGLTerrain::pause() {
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paused = true;
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interrupt();
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@ -22,6 +22,7 @@ class OPENGLSHARED_EXPORT OpenGLTerrain : public OpenGLPart, public DefinitionWa
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virtual void update() override;
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virtual void render() override;
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virtual void interrupt() override;
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virtual void destroy() override;
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void pause();
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void resume();
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@ -146,14 +146,14 @@ void OpenGLTerrainChunk::updatePriority(CameraDefinition *camera) {
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_lock_data->release();
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// Update wanted LOD
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if (distance_to_camera < 60.0) {
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if (distance_to_camera < 100.0) {
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_texture_wanted_size = _texture_max_size;
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} else if (distance_to_camera < 140.0) {
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} else if (distance_to_camera < 200.0) {
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_texture_wanted_size = _texture_max_size / 4;
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} else if (distance_to_camera < 300.0) {
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} else if (distance_to_camera < 400.0) {
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_texture_wanted_size = _texture_max_size / 8;
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} else {
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_texture_wanted_size = 8;
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_texture_wanted_size = _texture_max_size / 16;
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}
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// Update priority
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@ -195,6 +195,11 @@ void OpenGLTerrainChunk::askResume() {
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interrupt = false;
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}
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void OpenGLTerrainChunk::destroy(OpenGLFunctions *functions) {
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vertices->destroy(functions);
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glstate->destroy(functions);
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}
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void OpenGLTerrainChunk::setFirstStepVertices() {
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OpenGLVertexArray next(true);
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next.setVertexCount(6);
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@ -210,6 +215,9 @@ void OpenGLTerrainChunk::augmentVertices() {
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// TODO Re-use existing vertices from previous level when possible
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double quad_size = _size / (double)next_vertices_level;
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for (int iz = 0; iz < next_vertices_level; iz++) {
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if (interrupt or _reset_topology) {
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return;
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}
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for (int ix = 0; ix < next_vertices_level; ix++) {
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fillVerticesFromSquare(&next, (iz * next_vertices_level + ix) * 6, _startx + quad_size * (double)ix,
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_startz + quad_size * (double)iz, quad_size);
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@ -28,6 +28,13 @@ class OPENGLSHARED_EXPORT OpenGLTerrainChunk {
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return vertices;
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}
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/**
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* Release any allocated resource in the opengl context.
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*
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* Must be called in the opengl rendering thread, and before the destructor is called.
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*/
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void destroy(OpenGLFunctions *functions);
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/**
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* Fill *vertices* with a quick initial set of vertices, that can be augmented later using *augmentVertices*.
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*/
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@ -79,6 +79,13 @@ void OpenGLVariable::apply(OpenGLShaderProgram *program, int &texture_unit) {
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}
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}
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void OpenGLVariable::destroy(OpenGLFunctions *functions) {
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if (texture_id) {
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functions->glDeleteTextures(1, &texture_id);
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texture_id = 0;
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}
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}
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void OpenGLVariable::set(const Texture2D *texture, bool repeat, bool color) {
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assert(type == TYPE_NONE or type == TYPE_TEXTURE_2D);
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@ -111,8 +118,7 @@ void OpenGLVariable::set(const Texture2D *texture, bool repeat, bool color) {
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texture_color = color;
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}
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void OpenGLVariable::set(const QImage &texture, bool repeat, bool color)
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{
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void OpenGLVariable::set(const QImage &texture, bool repeat, bool color) {
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assert(type == TYPE_NONE or type == TYPE_TEXTURE_2D);
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type = TYPE_TEXTURE_2D;
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@ -272,8 +278,10 @@ void OpenGLVariable::uploadTexture(OpenGLRenderer *renderer) {
|
|||
int dest_format = texture_color ? GL_RGBA : GL_RED;
|
||||
|
||||
if (type == TYPE_TEXTURE_2D) {
|
||||
functions->glTexImage2D(GL_TEXTURE_2D, 0, dest_format, texture_size_x, texture_size_y, 0, GL_RGBA, GL_FLOAT, value_texture_data);
|
||||
functions->glTexImage2D(GL_TEXTURE_2D, 0, dest_format, texture_size_x, texture_size_y, 0, GL_RGBA, GL_FLOAT,
|
||||
value_texture_data);
|
||||
} else {
|
||||
functions->glTexImage3D(GL_TEXTURE_3D, 0, dest_format, texture_size_x, texture_size_y, texture_size_z, 0, GL_RGBA, GL_FLOAT, value_texture_data);
|
||||
functions->glTexImage3D(GL_TEXTURE_3D, 0, dest_format, texture_size_x, texture_size_y, texture_size_z, 0,
|
||||
GL_RGBA, GL_FLOAT, value_texture_data);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,6 +33,13 @@ class OpenGLVariable {
|
|||
|
||||
void apply(OpenGLShaderProgram *program, int &texture_unit);
|
||||
|
||||
/**
|
||||
* Release any allocated resource in the opengl context.
|
||||
*
|
||||
* Must be called in the opengl rendering thread, and before the destructor is called.
|
||||
*/
|
||||
void destroy(OpenGLFunctions *functions);
|
||||
|
||||
void set(const Texture2D *texture, bool repeat = false, bool color = true);
|
||||
void set(const QImage &texture, bool repeat = false, bool color = true);
|
||||
void set(const Texture3D *texture, bool repeat = false, bool color = true);
|
||||
|
|
|
@ -30,8 +30,19 @@ OpenGLVertexArray::~OpenGLVertexArray() {
|
|||
free(array_uv);
|
||||
}
|
||||
|
||||
void OpenGLVertexArray::destroy() {
|
||||
// TODO
|
||||
void OpenGLVertexArray::destroy(OpenGLFunctions *functions) {
|
||||
if (vbo_vertex) {
|
||||
functions->glDeleteBuffers(1, &vbo_vertex);
|
||||
vbo_vertex = 0;
|
||||
}
|
||||
if (vbo_uv) {
|
||||
functions->glDeleteBuffers(1, &vbo_uv);
|
||||
vbo_uv = 0;
|
||||
}
|
||||
if (vao) {
|
||||
functions->glDeleteVertexArrays(1, &vao);
|
||||
vao = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLVertexArray::render(OpenGLFunctions *functions) {
|
||||
|
@ -72,8 +83,7 @@ void OpenGLVertexArray::set(int index, const Vector3 &location, double u, double
|
|||
}
|
||||
}
|
||||
|
||||
void OpenGLVertexArray::get(int index, Vector3 *location, double *u, double *v) const
|
||||
{
|
||||
void OpenGLVertexArray::get(int index, Vector3 *location, double *u, double *v) const {
|
||||
if (index >= 0 and index < vertexcount) {
|
||||
location->x = array_vertex[index * 3];
|
||||
location->y = array_vertex[index * 3 + 1];
|
||||
|
@ -85,8 +95,7 @@ void OpenGLVertexArray::get(int index, Vector3 *location, double *u, double *v)
|
|||
}
|
||||
}
|
||||
|
||||
void OpenGLVertexArray::copyTo(OpenGLVertexArray *destination) const
|
||||
{
|
||||
void OpenGLVertexArray::copyTo(OpenGLVertexArray *destination) const {
|
||||
destination->setVertexCount(vertexcount);
|
||||
if (vertexcount) {
|
||||
memcpy(destination->array_vertex, array_vertex, sizeof(float) * vertexcount * 3);
|
||||
|
|
|
@ -25,7 +25,7 @@ class OpenGLVertexArray {
|
|||
*
|
||||
* Must be called in the opengl rendering thread, and before the destructor is called.
|
||||
*/
|
||||
void destroy();
|
||||
void destroy(OpenGLFunctions *functions);
|
||||
|
||||
/**
|
||||
* Render this array in current opengl context.
|
||||
|
|
|
@ -27,12 +27,10 @@ RandomGenerator::RandomGenerator(RandomGenerator::Seed seed) {
|
|||
data = new RandomGeneratorPrivate(seed);
|
||||
}
|
||||
|
||||
RandomGenerator::~RandomGenerator()
|
||||
{
|
||||
RandomGenerator::~RandomGenerator() {
|
||||
delete data;
|
||||
}
|
||||
|
||||
double RandomGenerator::genDouble()
|
||||
{
|
||||
double RandomGenerator::genDouble() {
|
||||
return data->distribution_double(data->generator);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,8 @@
|
|||
#include "OpenGLVertexArray.h"
|
||||
#include "Vector3.h"
|
||||
|
||||
static void checkVertex(const OpenGLVertexArray *array, int index, const Vector3 &expected_location, double expected_u, double expected_v) {
|
||||
static void checkVertex(const OpenGLVertexArray *array, int index, const Vector3 &expected_location, double expected_u,
|
||||
double expected_v) {
|
||||
Vector3 location;
|
||||
double u, v;
|
||||
|
||||
|
|
Loading…
Reference in a new issue