Fixing a memory leak by converting pointers to smart pointers.
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@ -53,7 +53,7 @@ class Graphics {
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std::string loadingScreenContinuePath;
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SharedTexture2D loadingScreen;
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SharedTexture2D loadingContinueScreen;
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std::vector<Light*>* closestLights;
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std::vector<shared_ptr<Light>>* closestLights;
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std::vector<Flame*> closestFlames;
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SharedShaderProgram loadingShader;
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SharedShaderProgram lightingShader;
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@ -18,9 +18,6 @@ Level::~Level() {
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lua_close(luaState);
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}
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delete(waterPlane);
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for(unsigned int i = 0; i<lights.size(); i++) {
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delete(lights.at(i));
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}
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}
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void Level::load() {
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@ -216,7 +213,7 @@ glm::vec3 Level::getAmbientLight() {
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return ambientLight;
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}
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std::vector<Light*>* Level::getLights() {
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std::vector<shared_ptr<Light>>* Level::getLights() {
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return &lights;
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}
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@ -353,7 +350,7 @@ void Level::setCameraCenter(Object* object) {
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}
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void Level::addLight(Light light) {
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Light *add_light = new Light(light);
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shared_ptr<Light> add_light = shared_ptr<Light>(new Light(light));
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this->lights.push_back(add_light);
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}
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@ -363,7 +360,7 @@ void Level::preloadLightPosition(float xPos, float yPos, float zPos){
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void Level::addLightByParameters(float redColour, float greenColour, float blueColour, float intensity, float flameYOffset, float flameHeight, float flameWidth){
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glm::vec3 colour = glm::vec3(redColour, greenColour, blueColour);
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this->lights.push_back(new Light(nextLightPosition, colour, intensity, flameYOffset, flameHeight, flameWidth));
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this->addLight(Light(nextLightPosition, colour, intensity, flameYOffset, flameHeight, flameWidth));
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}
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void Level::deleteFourLights(){
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@ -446,7 +443,7 @@ Object* Level::getWaterPlane() {
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return waterPlane;
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}
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bool Level::compareLightDistances(Light* a, Light* b) {
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bool Level::compareLightDistances(shared_ptr<Light> a, shared_ptr<Light> b) {
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if (glm::distance(cameraCenter->getPosition(), a->getPosition()) <
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glm::distance(cameraCenter->getPosition(), b->getPosition())) {
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return true;
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@ -456,13 +453,13 @@ bool Level::compareLightDistances(Light* a, Light* b) {
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}
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}
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std::vector<Light*>* Level::getClosestLights() {
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closestLights = std::vector<Light*>(lights);
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std::vector<shared_ptr<Light>>* Level::getClosestLights() {
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closestLights = std::vector<shared_ptr<Light>>(lights);
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std::sort(closestLights.begin(),
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closestLights.end(),
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[this](Light* a, Light* b) {return compareLightDistances(a, b); });
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[this](shared_ptr<Light> a, shared_ptr<Light> b) {return compareLightDistances(a, b); });
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if (lights.size() > 15) {
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closestLights = std::vector<Light*>(&closestLights[0],
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closestLights = std::vector<shared_ptr<Light>>(&closestLights[0],
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&closestLights[15]);
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}
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return &closestLights;
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@ -37,7 +37,7 @@ class Level {
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std::vector<glm::mat4>* shadowVPs=0);
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glm::vec3 getAmbientLight();
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Light* getDirectionalLight();
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std::vector<Light*>* getLights();
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std::vector<shared_ptr<Light>>* getLights();
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Object* getCameraCenter();
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Camera* getCamera();
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glm::vec3 getCameraPosition();
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@ -84,7 +84,7 @@ class Level {
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void addToSpecificChunk(Object* object, int xPosition, int zPosition);
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void enqueueObjects(Graphics* graphics);
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void sortObjects(int textureCount);
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std::vector<Light*>* getClosestLights();
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std::vector<shared_ptr<Light>>* getClosestLights();
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private:
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std::vector<Chunk*> getSurroundingChunks(int chunkRenderDistance);
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lua_State* luaState=nullptr;
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@ -93,8 +93,8 @@ class Level {
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std::vector<Object*> allObjects;
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std::vector<Object*> physicsObjects;
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std::vector<std::vector<Chunk>> chunks;
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std::vector<Light*> lights;
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std::vector<Light*> closestLights;
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std::vector<shared_ptr<Light>> lights;
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std::vector<shared_ptr<Light>> closestLights;
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std::vector<Trigger> triggers;
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Object* waterPlane=nullptr;
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glm::vec3 ambientLight;
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@ -114,7 +114,7 @@ class Level {
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glm::vec3 nextLightPosition;
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int chunkSize;
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float farPlane;
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bool compareLightDistances(Light* a, Light* b);
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bool compareLightDistances(shared_ptr<Light> a, shared_ptr<Light> b);
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};
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#endif
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