Remove resources created by entities after they die
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parent
ef4426a991
commit
25aff0cc1f
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@ -1,5 +1,5 @@
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use std::cell::RefCell;
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use std::cell::RefCell;
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use std::collections::{HashMap, VecDeque};
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use std::collections::{HashMap, VecDeque, HashSet};
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use std::mem;
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use std::mem;
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use std::num::NonZeroU64;
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use std::num::NonZeroU64;
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use std::sync::Arc;
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use std::sync::Arc;
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@ -551,13 +551,16 @@ impl BasicRenderer {
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impl Renderer for BasicRenderer {
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impl Renderer for BasicRenderer {
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fn prepare(&mut self, main_world: &mut edict::World) {
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fn prepare(&mut self, main_world: &mut edict::World) {
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let last_epoch = main_world.epoch();
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let last_epoch = main_world.epoch();
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// render_limits.max_uniform_buffer_binding_size
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let mut alive_entities = HashSet::new();
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for (entity, model, model_epoch, transform) in main_world.query::<(Entities, &MeshComponent, EpochOf<MeshComponent>, &TransformComponent)>().iter() {
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for (entity, model, model_epoch, transform) in main_world.query::<(Entities, &MeshComponent, EpochOf<MeshComponent>, &TransformComponent)>().iter() {
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// Create the render job and push it to the queue
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// Create the render job and push it to the queue
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform.transform, None);
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform.transform, None);
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self.render_jobs.push_back(job);
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self.render_jobs.push_back(job);
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// TODO: Delete dead entites from buffer_storage
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alive_entities.insert(entity);
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if self.buffer_storage.get(&entity).is_none() {
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if self.buffer_storage.get(&entity).is_none() {
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// check if the transform buffers need to be expanded
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// check if the transform buffers need to be expanded
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if self.transform_buffers.should_expand() {
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if self.transform_buffers.should_expand() {
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@ -585,6 +588,12 @@ impl Renderer for BasicRenderer {
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// collect dead entities
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// collect dead entities
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self.transform_buffers.tick();
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self.transform_buffers.tick();
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// when buffer storage length does not match the amount of iterated entities,
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// remove all dead entities, and their buffers, if they weren't iterated over
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if self.buffer_storage.len() != alive_entities.len() {
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self.buffer_storage.retain(|e, _| alive_entities.contains(e));
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}
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if let Some(camera) = main_world.query_mut::<(&mut CameraComponent,)>().into_iter().next() {
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if let Some(camera) = main_world.query_mut::<(&mut CameraComponent,)>().into_iter().next() {
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let view_proj = self.inuse_camera.update_view_projection(camera);
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let view_proj = self.inuse_camera.update_view_projection(camera);
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