fixed bug when deallocating memory from models with multiple children

This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent c84b5d77b9
commit 3fd06f4932
8 changed files with 161 additions and 161 deletions
+2
View File
@@ -15,6 +15,8 @@ namespace vb01{
inline Vector3 getDirection(){return direction;}
inline Vector3 getLeft(){return left;}
inline Vector3 getUp(){return up;}
inline void setNearPlane(float near){this->nearPlane=near;}
inline void setFarPlane(float far){this->farPlane=far;}
inline float getFov(){return fov;}
inline float getNearPlane(){return nearPlane;}
inline float getFarPlane(){return farPlane;}
+8 -8
View File
@@ -57,17 +57,14 @@ namespace vb01{
std::vector<Material*> materials;
rootNode->getDescendants(rootNode,descendants);
descendants.push_back(rootNode);
int numLights=0,thisId=-1;
int thisId=-1;
float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
for(Node *d : descendants){
std::vector<Light*> lights=d->getLights();
for(Light *l : lights){
if(l){
numLights++;
if(l==this)
thisId=numLights-1;
}
for(int i=0;i<lights.size();i++){
if(lights[i]==this)
thisId=i;
}
for(Mesh *m : d->getMeshes())
materials.push_back(m->getMaterial());
@@ -130,6 +127,7 @@ namespace vb01{
}
glBindFramebuffer(GL_FRAMEBUFFER,*(root->getFBO()));
glViewport(0,0,root->getWidth(),root->getHeight());
for(Material *m : materials){
Shader *shader=m->getShader();
shader->use();
@@ -138,13 +136,15 @@ namespace vb01{
shader->setFloat(nearPlane,"light["+to_string(thisId)+"].near");
shader->setFloat(farPlane,"light["+to_string(thisId)+"].far");
shader->setInt(0,"diffuseMap");
//shader->setInt(1,"normalMap");
shader->setInt(1,"normalMap");
shader->setInt(2,"specularMap");
shader->setInt(3,"parallaxMap");
shader->setInt(4,"environmentMap");
shader->setInt(5,"light["+to_string(thisId)+"].depthMapCube");
shader->setInt(6,"light["+to_string(thisId)+"].depthMap");
depthMap->select(type==POINT?5:6);
/*
*/
switch(type){
case POINT:
+1
View File
@@ -34,6 +34,7 @@ namespace vb01{
inline float getOuterAngle(){return outerAngle;}
inline float getShadowNearPlane(){return nearPlane;}
inline float getShadowFarPlane(){return farPlane;}
inline Node* getNode(){return node;}
private:
Type type;
Shader *depthMapShader;
+2 -2
View File
@@ -1,5 +1,6 @@
#include"material.h"
#include"shader.h"
#include"root.h"
using namespace std;
@@ -51,8 +52,7 @@ namespace vb01{
shader->use();
if(type==MATERIAL_2D){
shader->setBool(lightingEnabled,"lightingEnabled");
if(normalMapEnabled)
shader->setBool(normalMapEnabled,"normalMapEnabled");
shader->setBool(normalMapEnabled,"normalMapEnabled");
}
shader->setBool(texturingEnabled,"texturingEnabled");
if(type==MATERIAL_GUI){
+3 -2
View File
@@ -30,7 +30,8 @@ namespace vb01{
for(Mesh *m : meshes)
delete m;
delete material;
if(material)
delete material;
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&EBO);
@@ -163,7 +164,7 @@ namespace vb01{
if(reflect){
shader->setBool(reflect,"environmentMapEnabled");
root->getSkybox()->getMaterial()->getDiffuseMap(0)->select(4);
//environmentMap->select(4);
environmentMap->select(4);
}
if(skeleton){
}
+139 -125
View File
@@ -70,143 +70,157 @@ namespace vb01{
Model::Model(string path,bool b) : Node(){
if(b){
Importer importer;
const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
exit(-1);
}
processNode(scene->mRootNode,scene,this);
Importer importer;
const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
exit(-1);
}
processNode(scene->mRootNode,scene,this);
}
else{
int numTris,numVerts,numGroups,v=0,u=0,vg=0,b=0;
Mesh::Vertex *vertices;
Mesh::VertexGroup *groups=new Mesh::VertexGroup[5];
unsigned int *indices;
Vector3 *pos,*norm;
ifstream in(path);
string l;
bool verts=false,uv=false,vertexGroups=false,bones=false;
while(getline(in,l)){
if(l.substr(0,8)=="numFaces"){
numTris=atoi(l.substr(9,string::npos).c_str());
vertices=new Mesh::Vertex[numTris*3];
indices=new unsigned int[numTris*3];
}
else if(l.substr(0,11)=="numVertices"){
numVerts=atoi(l.substr(12,string::npos).c_str());
pos=new Vector3[numVerts];
norm=new Vector3[numVerts];
}
else if(l.substr(0,9)=="numGroups"){
numGroups=atoi(l.substr(10,string::npos).c_str());
groups=new Mesh::VertexGroup[numGroups];
}
if(l=="vertices:"){
verts=true;
continue;
}
else if(l=="uv:"){
verts=false;
uv=true;
continue;
}
else if(l=="groups:"){
uv=false;
vertexGroups=true;
continue;
}
else if(l=="bones:"){
vertexGroups=false;
bones=true;
continue;
}
if(verts||uv||vertexGroups||bones){
int numCoords=1;
if(verts)numCoords=6;
else if(uv)numCoords=3;
else if(vg)numCoords=3;
else if(groups)numCoords=1;
int nextSpace=0;
int *spaceIds=new int[numCoords-1];
for(int i=0;i<l.length();i++)
if(l.c_str()[i]==' '){
spaceIds[nextSpace]=i;
nextSpace++;
}
float *coords=new float[numCoords];
for(int i=0;i<numCoords;i++){
int firstChar,lastChar;
if(i==0)
firstChar=0,lastChar=spaceIds[i];
else if(i==numCoords-1)
firstChar=spaceIds[i-1],lastChar=string::npos;
else
firstChar=spaceIds[i-1],lastChar=spaceIds[i]-spaceIds[i-1];
coords[i]=atof(l.substr(firstChar,lastChar).c_str());
int numTris,numVerts,numGroups,v=0,u=0,vg=0,b=0;
Mesh::Vertex *vertices;
Mesh::VertexGroup *groups=new Mesh::VertexGroup[5];
unsigned int *indices;
Vector3 *pos,*norm;
ifstream in(path);
string l;
bool verts=false,uv=false,vertexGroups=false,bones=false;
while(getline(in,l)){
if(l.substr(0,8)=="numFaces"){
numTris=atoi(l.substr(9,string::npos).c_str());
vertices=new Mesh::Vertex[numTris*3];
indices=new unsigned int[numTris*3];
}
if(verts){
pos[v]=Vector3(coords[0],coords[1],coords[2]);
norm[v]=Vector3(coords[3],coords[4],coords[5]);
//Vector2 uv=Vector2(coords[6],coords[7]);
//vertices[v].pos=pos;
//vertices[v].norm=norm;
//vertices[v].texCoords=uv;
v++;
else if(l.substr(0,11)=="numVertices"){
numVerts=atoi(l.substr(12,string::npos).c_str());
pos=new Vector3[numVerts];
norm=new Vector3[numVerts];
}
else if(uv){
int id=(int)coords[0];
Vector2 uv=Vector2(coords[1],coords[2]);
vertices[u].pos=pos[id];
vertices[u].norm=norm[id];
vertices[u].texCoords=uv;
indices[u]=u;
u++;
else if(l.substr(0,9)=="numGroups"){
numGroups=atoi(l.substr(10,string::npos).c_str());
groups=new Mesh::VertexGroup[numGroups];
}
else if(vertexGroups){
if(l.c_str()[l.length()-1]==':'){
numCoords=1;
groups[vg].vertices=new Mesh::Vertex*;
groups[vg].weights=new float;
groups[vg].name=l.c_str()[l.length()-1];
vg++;
}
else{
numCoords=2;
int *ids=new int,numVerts=0;
for(int i=0;i<3*numTris;i++){
if(vertices[i].pos==pos[(int)coords[0]]){
ids[numVerts]=i;
numVerts++;
}
if(l=="vertices:"){
verts=true;
continue;
}
else if(l=="uv:"){
verts=false;
uv=true;
continue;
}
else if(l=="groups:"){
uv=false;
vertexGroups=true;
continue;
}
else if(l=="bones:"){
vertexGroups=false;
bones=true;
continue;
}
if(verts||uv||vertexGroups||bones){
int numCoords=1;
if(verts)numCoords=6;
else if(uv)numCoords=3;
else if(vg)numCoords=3;
else if(groups)numCoords=1;
int nextSpace=0;
int *spaceIds=new int[numCoords-1];
for(int i=0;i<l.length();i++)
if(l.c_str()[i]==' '){
spaceIds[nextSpace]=i;
nextSpace++;
}
for(int i=0;i<3*numTris;i++)
for(int j=0;j<numVerts;j++){
groups[vg].vertices[groups[vg].numVertices]=&(vertices[ids[j]]);
groups[vg].weights[ids[j]]=coords[1];
}
groups[vg].numVertices++;
delete[] ids;
float *coords=new float[numCoords];
for(int i=0;i<numCoords;i++){
int firstChar,lastChar;
if(i==0)
firstChar=0,lastChar=spaceIds[i];
else if(i==numCoords-1)
firstChar=spaceIds[i-1],lastChar=string::npos;
else
firstChar=spaceIds[i-1],lastChar=spaceIds[i]-spaceIds[i-1];
coords[i]=atof(l.substr(firstChar,lastChar).c_str());
}
if(verts){
pos[v]=Vector3(coords[0],coords[1],coords[2]);
norm[v]=Vector3(coords[3],coords[4],coords[5]);
//Vector2 uv=Vector2(coords[6],coords[7]);
//vertices[v].pos=pos;
//vertices[v].norm=norm;
//vertices[v].texCoords=uv;
v++;
}
else if(uv){
int id=(int)coords[0];
Vector2 uv=Vector2(coords[1],coords[2]);
vertices[u].pos=pos[id];
vertices[u].norm=norm[id];
vertices[u].texCoords=uv;
indices[u]=u;
u++;
}
else if(vertexGroups){
if(l.c_str()[l.length()-1]==':'){
numCoords=1;
groups[vg].vertices=new Mesh::Vertex*;
groups[vg].weights=new float;
groups[vg].name=l.c_str()[l.length()-1];
vg++;
}
else{
numCoords=2;
int *ids=new int,numVerts=0;
for(int i=0;i<3*numTris;i++){
if(vertices[i].pos==pos[(int)coords[0]]){
ids[numVerts]=i;
numVerts++;
}
}
for(int i=0;i<3*numTris;i++)
for(int j=0;j<numVerts;j++){
groups[vg].vertices[groups[vg].numVertices]=&(vertices[ids[j]]);
groups[vg].weights[ids[j]]=coords[1];
}
groups[vg].numVertices++;
delete[] ids;
}
}
else if(bones){
b++;
}
delete[] coords;
}
else if(bones){
b++;
}
delete[] coords;
}
}
delete[] pos;
delete[] norm;
attachChild(new Node());
children[0]->attachMesh(new Mesh(vertices,indices,numTris));
delete[] pos;
delete[] norm;
attachChild(new Node());
children[0]->attachMesh(new Mesh(vertices,indices,numTris));
}
}
Model::~Model(){}
Model::~Model(){
delete children[0]->getMesh(0)->getMaterial();
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(nullptr);
while(!children.empty()){
Node *c=children[children.size()-1];
dettachChild(c);
delete c;
}
}
void Model::update(){
Node::update();
+4 -5
View File
@@ -17,10 +17,10 @@ namespace vb01{
}
Node::~Node(){
for(Light *l : lights)
delete l;
for(Mesh *m : meshes)
delete m;
for(Light *l : lights)
delete l;
for(ParticleEmitter *p : emitters)
delete p;
for(Text *t : texts)
@@ -43,8 +43,6 @@ namespace vb01{
c->update();
for(ParticleEmitter *p : emitters)
p->update();
/*
*/
}
}
@@ -59,7 +57,8 @@ namespace vb01{
for(int i=0;i<children.size()&&id==-1;i++)
if(children[i]==child)
id=i;
children.erase(children.begin()+id);
if(id!=-1)
children.erase(children.begin()+id);
}
void Node::attachMesh(Mesh *mesh){
+2 -19
View File
@@ -14,8 +14,6 @@ using namespace glm;
using namespace std;
namespace vb01{
int n=0;
ParticleEmitter::ParticleEmitter(int numParticles){
this->numParticles=numParticles;
@@ -101,12 +99,9 @@ namespace vb01{
if(2*i+2+offset<numParticles&&(particles[i+offset]->d<particles[2*i+1+offset]->d||particles[i+offset]->d<particles[2*i+2+offset]->d)){
bool leftChild=particles[2*i+1+offset]->d>particles[2*i+2+offset]->d;
swap(particles[i+offset],leftChild?particles[2*i+1+offset]:particles[2*i+2+offset]);
n++;
}
else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d){
else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d)
swap(particles[i+offset],particles[2*i+1+offset]);
n++;
}
}
for(int i=0;2*i+1<numParticles;i++){
if(2*i+2+offset<numParticles&&(particles[i+offset]->d<particles[2*i+1+offset]->d||particles[i+offset]->d<particles[2*i+2+offset]->d))
@@ -120,10 +115,8 @@ namespace vb01{
}
void ParticleEmitter::heapSort(){
n=0;
for(int i=0;i<numParticles;i++)
makeHeap(i);
cout<<n<<endl;
}
void ParticleEmitter::update(){
@@ -180,18 +173,8 @@ namespace vb01{
particles[i]->d=cos(camDir.getAngleBetween((v0-camPos).norm()))*camPos.getDistanceFrom(v0);
}
heapSort();
/*
for(int i=0;i<numParticles;i++){
for(int j=i;j<numParticles-1;j++){
Vector3 v1=particles[j]->trans,v2=particles[j+1]->trans;
float d1=cos(camDir.getAngleBetween((v1-camPos).norm()))*camPos.getDistanceFrom(v1);
float d2=cos(camDir.getAngleBetween((v2-camPos).norm()))*camPos.getDistanceFrom(v2);
if(d1<d2)
swap(particles[j],particles[j+1]);
}
}
*/
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glDrawElementsInstanced(GL_TRIANGLES,6,GL_UNSIGNED_INT,0,numParticles);
for(int i=0;i<numParticles;i++){
}