refacto: hide mesh_cache inside the rendering engine

This permit cleaner access to meshCache and ensure we don't access to it from all the code
master
Loic Blot 2021-04-28 11:07:28 +02:00 committed by Loïc Blot
parent e0716384d6
commit 74125a74d3
4 changed files with 13 additions and 32 deletions

View File

@ -1983,7 +1983,7 @@ scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
return nullptr; return nullptr;
mesh->grab(); mesh->grab();
if (!cache) if (!cache)
m_rendering_engine->get_mesh_cache()->removeMesh(mesh); m_rendering_engine->removeMesh(mesh);
return mesh; return mesh;
} }

View File

@ -652,8 +652,6 @@ public:
protected: protected:
void extendedResourceCleanup();
// Basic initialisation // Basic initialisation
bool init(const std::string &map_dir, const std::string &address, bool init(const std::string &map_dir, const std::string &address,
u16 port, const SubgameSpec &gamespec); u16 port, const SubgameSpec &gamespec);
@ -968,7 +966,7 @@ Game::~Game()
delete itemdef_manager; delete itemdef_manager;
delete draw_control; delete draw_control;
extendedResourceCleanup(); clearTextureNameCache();
g_settings->deregisterChangedCallback("doubletap_jump", g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this); &settingChangedCallback, this);
@ -4063,27 +4061,6 @@ void Game::readSettings()
****************************************************************************/ ****************************************************************************/
/****************************************************************************/ /****************************************************************************/
void Game::extendedResourceCleanup()
{
// Extended resource accounting
infostream << "Irrlicht resources after cleanup:" << std::endl;
infostream << "\tRemaining meshes : "
<< RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
infostream << "\tRemaining textures : "
<< driver->getTextureCount() << std::endl;
for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
irr::video::ITexture *texture = driver->getTextureByIndex(i);
infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
<< std::endl;
}
clearTextureNameCache();
infostream << "\tRemaining materials: "
<< driver-> getMaterialRendererCount()
<< " (note: irrlicht doesn't support removing renderers)" << std::endl;
}
void Game::showDeathFormspec() void Game::showDeathFormspec()
{ {
static std::string formspec_str = static std::string formspec_str =

View File

@ -225,12 +225,17 @@ bool RenderingEngine::print_video_modes()
return videomode_list != NULL; return videomode_list != NULL;
} }
void RenderingEngine::removeMesh(const irr::scene::IMesh* mesh)
{
m_device->getSceneManager()->getMeshCache()->removeMesh(mesh);
}
void RenderingEngine::cleanupMeshCache() void RenderingEngine::cleanupMeshCache()
{ {
auto mesh_cache = m_device->getSceneManager()->getMeshCache(); auto mesh_cache = m_device->getSceneManager()->getMeshCache();
while (mesh_cache->getMeshCount() != 0) { while (mesh_cache->getMeshCount() != 0) {
if (scene::IAnimatedMesh *mesh = mesh_cache->getMeshByIndex(0)) if (scene::IAnimatedMesh *mesh = mesh_cache->getMeshByIndex(0))
m_rendering_engine->get_mesh_cache()->removeMesh(mesh); mesh_cache->removeMesh(mesh);
} }
} }

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@ -26,6 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h" #include "irrlichttypes_extrabloated.h"
#include "debug.h" #include "debug.h"
namespace irr { namespace scene {
class IMesh;
}}
class ITextureSource; class ITextureSource;
class Camera; class Camera;
class Client; class Client;
@ -58,6 +61,8 @@ public:
static bool print_video_modes(); static bool print_video_modes();
void cleanupMeshCache(); void cleanupMeshCache();
void removeMesh(const irr::scene::IMesh* mesh);
static RenderingEngine *get_instance() { return s_singleton; } static RenderingEngine *get_instance() { return s_singleton; }
io::IFileSystem *get_filesystem() io::IFileSystem *get_filesystem()
@ -71,12 +76,6 @@ public:
return s_singleton->m_device->getVideoDriver(); return s_singleton->m_device->getVideoDriver();
} }
static scene::IMeshCache *get_mesh_cache()
{
sanity_check(s_singleton && s_singleton->m_device);
return s_singleton->m_device->getSceneManager()->getMeshCache();
}
static scene::ISceneManager *get_scene_manager() static scene::ISceneManager *get_scene_manager()
{ {
sanity_check(s_singleton && s_singleton->m_device); sanity_check(s_singleton && s_singleton->m_device);