Fix some more smart pointer

This commit is contained in:
Atlante45 2015-07-17 18:10:34 -07:00
parent 256c786e28
commit 052c3c987b
7 changed files with 62 additions and 62 deletions

View file

@ -34,10 +34,10 @@
const bool VERBOSE_HTTP_REQUEST_DEBUGGING = false;
AccountManager& AccountManager::getInstance(bool forceReset) {
static std::unique_ptr<AccountManager> sharedInstance(new AccountManager());
static auto sharedInstance = std::make_shared<AccountManager>();
if (forceReset) {
sharedInstance.reset(new AccountManager());
sharedInstance = std::make_shared<AccountManager>();
}
return *sharedInstance;

View file

@ -117,7 +117,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
gpu::Shader::makeProgram(*blitProgram);
gpu::StatePointer blitState = gpu::StatePointer(new gpu::State());
auto blitState = std::make_shared<gpu::State>();
blitState->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
@ -614,7 +614,7 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
#endif
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
auto state = std::make_shared<gpu::State>();
if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK);
@ -657,7 +657,7 @@ void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox)
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
if (!_spotLightMesh) {
_spotLightMesh.reset(new model::Mesh());
_spotLightMesh = std::make_shared<model::Mesh>();
int slices = 32;
int rings = 3;

View file

@ -918,7 +918,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
foreach (auto renderItem, _transparentRenderItems) {
auto item = scene->allocateID();
auto renderData = MeshPartPayload::Pointer(renderItem);
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(item, renderPayload);
_renderItems.insert(item, renderPayload);
@ -928,7 +928,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
foreach (auto renderItem, _opaqueRenderItems) {
auto item = scene->allocateID();
auto renderData = MeshPartPayload::Pointer(renderItem);
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(item, renderPayload);
_renderItems.insert(item, renderPayload);
@ -1260,7 +1260,7 @@ uint qHash(const WeakAnimationHandlePointer& handle, uint seed) {
}
AnimationHandlePointer Model::createAnimationHandle() {
AnimationHandlePointer handle(new AnimationHandle(this));
auto handle = AnimationHandlePointer::create(this);
handle->_self = handle;
_animationHandles.insert(handle);
return handle;

View file

@ -78,9 +78,9 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new ResetGLState::JobModel()));
// Give ourselves 3 frmaes of timer queries
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
_timerQueries.push_back(std::make_shared<gpu::Query>());
_timerQueries.push_back(std::make_shared<gpu::Query>());
_timerQueries.push_back(std::make_shared<gpu::Query>());
_currentTimerQueryIndex = 0;
}

View file

@ -759,7 +759,7 @@ DilatableNetworkTexture::DilatableNetworkTexture(const QUrl& url, const QByteArr
QSharedPointer<Texture> DilatableNetworkTexture::getDilatedTexture(float dilation) {
QSharedPointer<Texture> texture = _dilatedTextures.value(dilation);
if (texture.isNull()) {
texture = QSharedPointer<Texture>(new Texture());
texture = QSharedPointer<Texture>::create();
if (!_image.isNull()) {
QImage dilatedImage = _image;

View file

@ -34,27 +34,27 @@ using namespace render;
const gpu::PipelinePointer& DrawStatus::getDrawItemBoundsPipeline() {
if (!_drawItemBoundsPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemBounds_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemBounds_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Good to go add the brand new pipeline
if (!_drawItemBoundsPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemBounds_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemBounds_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Good to go add the brand new pipeline
_drawItemBoundsPipeline.reset(gpu::Pipeline::create(program, state));
}
return _drawItemBoundsPipeline;
@ -62,27 +62,27 @@ const gpu::PipelinePointer& DrawStatus::getDrawItemBoundsPipeline() {
const gpu::PipelinePointer& DrawStatus::getDrawItemStatusPipeline() {
if (!_drawItemStatusPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemStatus_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemStatus_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_drawItemStatusPosLoc = program->getUniforms().findLocation("inBoundPos");
_drawItemStatusDimLoc = program->getUniforms().findLocation("inBoundDim");
_drawItemStatusValueLoc = program->getUniforms().findLocation("inStatus");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Good to go add the brand new pipeline
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemStatus_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemStatus_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_drawItemStatusPosLoc = program->getUniforms().findLocation("inBoundPos");
_drawItemStatusDimLoc = program->getUniforms().findLocation("inBoundDim");
_drawItemStatusValueLoc = program->getUniforms().findLocation("inStatus");
auto state = std::make_shared<gpu::State>();
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
// Good to go add the brand new pipeline
_drawItemStatusPipeline.reset(gpu::Pipeline::create(program, state));
}
return _drawItemStatusPipeline;
@ -98,10 +98,10 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
int nbItems = 0;
{
if (!_itemBounds) {
_itemBounds.reset(new gpu::Buffer());
_itemBounds = std::make_shared<gpu::Buffer>();
}
if (!_itemStatus) {
_itemStatus.reset(new gpu::Buffer());
_itemStatus = std::make_shared<gpu::Buffer>();;
}
_itemBounds->resize((inItems.size() * sizeof(AABox)));
@ -148,14 +148,14 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
const unsigned int VEC3_ADRESS_OFFSET = 3;
const unsigned int VEC3_ADRESS_OFFSET = 3;
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const GLfloat*) (itemAABox + i));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
batch.draw(gpu::LINES, 24, 0);
batch.draw(gpu::LINES, 24, 0);
}
batch.setPipeline(getDrawItemStatusPipeline());

View file

@ -87,14 +87,14 @@ void Item::Status::getPackedValues(glm::ivec4& values) const {
void Item::PayloadInterface::addStatusGetter(const Status::Getter& getter) {
if (!_status) {
_status.reset(new Status());
_status = std::make_shared<Status>();
}
_status->addGetter(getter);
}
void Item::PayloadInterface::addStatusGetters(const Status::Getters& getters) {
if (!_status) {
_status.reset(new Status());
_status = std::make_shared<Status>();
}
for (auto& g : getters) {
_status->addGetter(g);