There is a memory leak
This commit is contained in:
@@ -109,7 +109,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName
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if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
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{
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}
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std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
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std::string outMatFilename = matCode["name"].get<std::string>().append(".json");
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std::ofstream outMatFile = std::ofstream(meshDirectory / outMatFilename);
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outMatFile << std::setw(4) << matCode;
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outMatFile.flush();
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+4
-4
@@ -217,14 +217,14 @@ int main()
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WindowCreateInfo mainWindowInfo;
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mainWindowInfo.title = "SeeleEngine";
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mainWindowInfo.width = 1280;
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mainWindowInfo.height = 720;
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mainWindowInfo.width = 1920;
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mainWindowInfo.height = 1080;
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mainWindowInfo.numSamples = 1;
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mainWindowInfo.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB;
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auto window = windowManager->addWindow(graphics, mainWindowInfo);
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ViewportCreateInfo sceneViewInfo;
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sceneViewInfo.dimensions.size.x = 1280;
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sceneViewInfo.dimensions.size.y = 720;
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sceneViewInfo.dimensions.size.x = 1920;
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sceneViewInfo.dimensions.size.y = 1080;
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sceneViewInfo.dimensions.offset.x = 0;
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sceneViewInfo.dimensions.offset.y = 0;
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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@@ -7,7 +7,7 @@ CameraActor::CameraActor(PScene scene)
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: Actor(scene)
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{
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attachComponent<Component::Camera>();
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accessComponent<Component::Transform>().setRelativeLocation(Vector(10, 5, 14));
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accessComponent<Component::Transform>().setPosition(Vector(10, 5, 14));
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}
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CameraActor::~CameraActor()
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@@ -11,8 +11,8 @@ Camera::Camera()
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: viewMatrix(Matrix4())
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, bNeedsViewBuild(false)
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{
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yaw = 0;
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pitch = 0.2;
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yaw = 3.1415f/2;
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pitch = 0;
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}
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Camera::~Camera()
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@@ -21,40 +21,37 @@ Camera::~Camera()
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void Camera::mouseMove(float deltaYaw, float deltaPitch)
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{
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yaw -= deltaYaw / 500.f;
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yaw += deltaYaw / 500.f;
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pitch += deltaPitch / 500.f;
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//std::cout << "Yaw: " << yaw << " Pitch: " << pitch << std::endl;
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Vector cameraDirection = glm::normalize(Vector(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch)));
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Vector xyz = glm::cross(cameraDirection, Vector(0, 0, 1));
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Quaternion result = Quaternion(glm::dot(cameraDirection, Vector(0, 0, 1)) + 1, xyz.x, xyz.y, xyz.z);
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//std::cout << "Result " << Vector(0, 0, 1) * glm::normalize(result) << " cameraDirection: " << cameraDirection << std::endl;
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getTransform().setRelativeRotation(result);
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Matrix4 viewMat = glm::lookAt(getTransform().getPosition(), getTransform().getPosition() + cameraDirection, Vector(0, 1, 0));
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getTransform().setRotation(viewMat); // quaternion from matrix, janky but im bad at math
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bNeedsViewBuild = true;
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}
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void Camera::mouseScroll(float x)
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{
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getTransform().addRelativeLocation(getTransform().getForward()*x);
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getTransform().translate(getTransform().getForward()*x);
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bNeedsViewBuild = true;
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}
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void Camera::moveX(float amount)
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{
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getTransform().addRelativeLocation(getTransform().getForward()*amount);
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getTransform().translate(getTransform().getForward()*amount);
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bNeedsViewBuild = true;
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}
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void Camera::moveY(float amount)
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{
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getTransform().addRelativeLocation(getTransform().getRight()*amount);
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getTransform().translate(getTransform().getRight()*amount);
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bNeedsViewBuild = true;
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}
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void Camera::buildViewMatrix()
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{
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Vector eyePos = getTransform().getPosition();//getAbsoluteTransform().getPosition();
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Vector lookAt = eyePos + glm::normalize(Vector(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch)));
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Vector eyePos = getTransform().getPosition();
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Vector lookAt = eyePos + getTransform().getForward();
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viewMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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cameraPos = eyePos;
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bNeedsViewBuild = false;
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}
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@@ -21,7 +21,7 @@ struct Camera
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}
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Vector getCameraPosition() const
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{
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return Vector(viewMatrix[3]);
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return cameraPos;
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}
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void mouseMove(float deltaX, float deltaY);
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void mouseScroll(float x);
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@@ -29,6 +29,8 @@ struct Camera
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void moveY(float amount);
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void buildViewMatrix();
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Matrix4 viewMatrix;
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Vector cameraPos;
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Vector cameraDirection;
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//Transforms relative to actor
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float yaw;
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float pitch;
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@@ -4,7 +4,6 @@ using namespace Seele::Component;
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DEFINE_COMPONENT(Transform)
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void Transform::setPosition(Vector pos)
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{
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transform.setPosition(pos);
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@@ -19,32 +18,15 @@ void Transform::setScale(Vector scale)
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{
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transform.setScale(scale);
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}
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void Transform::setRelativeLocation(Vector location)
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void Transform::translate(Vector direction)
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{
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transform = Math::Transform(location, transform.getRotation(), transform.getScale());
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transform.setPosition(transform.getPosition() + direction);
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}
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void Transform::setRelativeRotation(Vector rotation)
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void Transform::rotate(Quaternion quat)
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{
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transform = Math::Transform(transform.getPosition(), Quaternion(rotation), transform.getScale());
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transform.setRotation(transform.getRotation() * quat);
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}
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void Transform::setRelativeRotation(Quaternion rotation)
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void Transform::scale(Vector scale)
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{
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transform = Math::Transform(transform.getPosition(), rotation, transform.getScale());
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}
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void Transform::setRelativeScale(Vector scale)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation(), scale);
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}
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void Transform::addRelativeLocation(Vector translation)
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{
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transform = Math::Transform(transform.getPosition() + translation, transform.getRotation(), transform.getScale());
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}
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void Transform::addRelativeRotation(Vector rotation)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation() * Quaternion(rotation), transform.getScale());
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}
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void Transform::addRelativeRotation(Quaternion rotation)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation() * rotation, transform.getScale());
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transform.setScale(transform.getScale() + scale);
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}
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@@ -21,15 +21,9 @@ struct Transform
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void setPosition(Vector pos);
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void setRotation(Quaternion quat);
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void setScale(Vector scale);
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void setRelativeLocation(Vector location);
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void setRelativeRotation(Quaternion rotation);
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void setRelativeRotation(Vector rotation);
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void setRelativeScale(Vector scale);
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void addRelativeLocation(Vector translation);
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void addRelativeRotation(Quaternion rotation);
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void addRelativeRotation(Vector rotation);
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void translate(Vector direction);
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void rotate(Quaternion quat);
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void scale(Vector scale);
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private:
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Math::Transform transform;
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};
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@@ -165,8 +165,9 @@ void BasePass::render()
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{
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if (meshData.numIndices > 0)
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{
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset++);
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
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}
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instanceOffset++;
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}
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}
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}
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@@ -10,7 +10,7 @@
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 16 * 1024;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
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void VertexData::resetMeshData()
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{
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@@ -166,7 +166,7 @@ MeshId VertexData::allocateVertexData(uint64 numVertices)
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head += numVertices;
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if (head > verticesAllocated)
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{
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verticesAllocated = head;
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verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
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resizeBuffers();
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}
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return res;
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@@ -62,12 +62,10 @@ void DescriptorLayout::create()
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PipelineLayout::~PipelineLayout()
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{
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if (layoutHandle != VK_NULL_HANDLE)
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{
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vkDestroyPipelineLayout(graphics->getDevice(), layoutHandle, nullptr);
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}
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}
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Map<uint32, VkPipelineLayout> cachedLayouts;
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void PipelineLayout::create()
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{
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vulkanDescriptorLayouts.resize(descriptorSetLayouts.size());
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@@ -105,7 +103,14 @@ void PipelineLayout::create()
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layoutHash = CRC::Calculate(createInfo.pPushConstantRanges, sizeof(VkPushConstantRange) * createInfo.pushConstantRangeCount, CRC::CRC_32());
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layoutHash = CRC::Calculate(createInfo.pSetLayouts, sizeof(VkDescriptorSetLayout) * createInfo.setLayoutCount, CRC::CRC_32(), layoutHash);
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if (cachedLayouts.contains(layoutHash))
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{
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layoutHandle = cachedLayouts[layoutHash];
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return;
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}
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VK_CHECK(vkCreatePipelineLayout(graphics->getDevice(), &createInfo, nullptr, &layoutHandle));
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cachedLayouts[layoutHash] = layoutHandle;
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}
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void PipelineLayout::reset()
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@@ -391,7 +396,6 @@ Gfx::PDescriptorSet DescriptorPool::allocateDescriptorSet()
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{
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//If it hasnt been initialized, allocate it
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VK_CHECK(vkAllocateDescriptorSets(graphics->getDevice(), &allocInfo, &cachedHandles[setIndex]->setHandle));
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std::cout << "New descriptor " << cachedHandles[setIndex]->setHandle << std::endl;
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}
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cachedHandles[setIndex]->allocate();
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@@ -1,5 +1,6 @@
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#include "Transform.h"
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#include <glm/gtx/quaternion.hpp>
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#include "Transform.h"
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using namespace Seele;
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using namespace Seele::Math;
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@@ -60,10 +60,6 @@ void LightEnvironment::addPointLight(Component::PointLight pointLight)
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void LightEnvironment::commit()
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{
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dirs.add(Component::DirectionalLight{
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.color = Vector4(1, 1, 1, 1),
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.direction = Vector4(1, 0, 1, 0),
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});
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lightEnv.numDirectionalLights = dirs.size();
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lightEnv.numPointLights = points.size();
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lightEnvBuffer->updateContents(DataSource{
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@@ -25,7 +25,6 @@ Scene::~Scene()
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void Scene::update(float deltaTime)
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{
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lightEnv->reset();
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physics.update(deltaTime);
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}
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@@ -22,6 +22,10 @@ void KeyboardInput::update(Component::KeyboardInput& input)
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input.mouseY = mouseY;
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input.mouse1 = mouse1;
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input.mouse2 = mouse2;
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deltaX = mouseX - lastMouseX;
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deltaY = mouseY - lastMouseY;
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lastMouseX = mouseX;
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lastMouseY = mouseY;
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}
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void KeyboardInput::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
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@@ -33,10 +37,6 @@ void KeyboardInput::mouseCallback(double x, double y)
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{
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mouseX = x;
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mouseY = y;
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deltaX = x - lastMouseX;
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deltaY = y - lastMouseY;
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lastMouseX = x;
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lastMouseY = y;
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}
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void KeyboardInput::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
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@@ -15,4 +15,11 @@ LightGather::~LightGather()
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void LightGather::update()
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{
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lightEnv->reset();
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scene->view<Component::PointLight>([this](Component::PointLight& pointLight) {
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lightEnv->addPointLight(pointLight);
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});
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scene->view<Component::DirectionalLight>([this](Component::DirectionalLight& dirLight) {
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lightEnv->addDirectionalLight(dirLight);
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});
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}
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Block a user