Issue/525 (#593)

* Add initializeGL and deinitializeGL methods to OpenSpaceModule Call releaseAll from ProgramObjectManager in deinitializeGL to guard against errors when deinitializing assets

* Change removeProgramObject function in RenderEngine to take a non-owning pointer instead of a reference to a unique pointer to make it compatible with the ProgramObjectManager
Update Ghoul repository

* Using ProgramObjectManager in more modules to reduce the number of programs compiled at startup
This commit is contained in:
Alexander Bock
2018-04-10 15:55:52 -04:00
committed by GitHub
parent 34987e9f85
commit 40dbf875c5
55 changed files with 621 additions and 332 deletions

View File

@@ -24,6 +24,7 @@
#include <modules/base/rendering/renderablesphere.h>
#include <modules/base/basemodule.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/openspaceengine.h>
@@ -39,6 +40,8 @@
#include <ghoul/opengl/programobject.h>
namespace {
constexpr const char* ProgramName = "Sphere";
enum Orientation {
Outside = 1,
Inside = 2
@@ -238,11 +241,15 @@ void RenderableSphere::initializeGL() {
);
_sphere->initialize();
// pscstandard
_shader = OsEng.renderEngine().buildRenderProgram(
"Sphere",
absPath("${MODULE_BASE}/shaders/sphere_vs.glsl"),
absPath("${MODULE_BASE}/shaders/sphere_fs.glsl")
_shader = BaseModule::ProgramObjectManager.requestProgramObject(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return OsEng.renderEngine().buildRenderProgram(
ProgramName,
absPath("${MODULE_BASE}/shaders/sphere_vs.glsl"),
absPath("${MODULE_BASE}/shaders/sphere_fs.glsl")
);
}
);
_uniformCache.opacity = _shader->uniformLocation("opacity");
@@ -256,10 +263,13 @@ void RenderableSphere::initializeGL() {
void RenderableSphere::deinitializeGL() {
_texture = nullptr;
if (_shader) {
OsEng.renderEngine().removeRenderProgram(_shader);
_shader = nullptr;
}
BaseModule::ProgramObjectManager.releaseProgramObject(
ProgramName,
[](ghoul::opengl::ProgramObject* p) {
OsEng.renderEngine().removeRenderProgram(p);
}
);
_shader = nullptr;
}
void RenderableSphere::render(const RenderData& data, RendererTasks&) {
@@ -275,7 +285,7 @@ void RenderableSphere::render(const RenderData& data, RendererTasks&) {
_shader->setUniform(_uniformCache.viewProjection, data.camera.viewProjectionMatrix());
_shader->setUniform(_uniformCache.modelTransform, transform);
setPscUniforms(*_shader.get(), data.camera, data.position);
setPscUniforms(*_shader, data.camera, data.position);
float adjustedTransparency = _opacity;