void PBRDemo::Shutdown() { // Release in the opposite order we initialized in delete m_pointLightBuffer; delete m_spotLightBuffer; delete m_instanceBuffer; delete(m_instancedGBufferVertexShader); delete(m_fullscreenTriangleVertexShader); delete(m_tiledCullFinalGatherComputeShader); delete(m_postProcessPixelShader); ReleaseCOM(m_defaultInputLayout); ReleaseCOM(m_debugObjectInputLayout); for (auto iter = m_gBuffers.begin(); iter != m_gBuffers.end(); ++iter) { delete *iter; } delete m_depthStencilBuffer; ReleaseCOM(m_backbufferRTV); if (m_sceneLoaderThread.joinable()) { m_sceneLoaderThread.detach(); } TwTerminate(); Engine::HalflingEngine::Shutdown(); }
void clean_up() { #if TWEAK_MENU TwTerminate(); #endif // TWEAK_MENU SDL_Quit(); }
// Release the memory held by all objects created void CScene::ReleaseResources() { // The D3D setup and preparation of the geometry created several objects that use up memory (e.g. textures, vertex/index buffers etc.) // Each object that allocates memory (or hardware resources) needs to be "released" when we exit the program // There is similar code in every D3D program, but the list of objects that need to be released depends on what was created // Test each variable to see if it exists before deletion if( mpd3dDeviceContext ) mpd3dDeviceContext->ClearState(); //delete Camera; for(int i = 0; i < miNumObjects; i++) { delete mpObjects[i]; } for(int i = 0; i < miNumLights; i++) { delete mpLights[i]; } for(int i = 0; i < miNumMaps; i++) { if ( mpMaps[i] ) mpMaps[i]->Release(); } if( Effect ) Effect->Release(); if( DepthStencilView ) DepthStencilView->Release(); if( RenderTargetView ) RenderTargetView->Release(); if( DepthStencil ) DepthStencil->Release(); if( SwapChain ) SwapChain->Release(); if( mpd3dDevice ) mpd3dDevice->Release(); TwTerminate(); }
//////////////////////////////////////////////////////////////////////////////// // Program main //////////////////////////////////////////////////////////////////////////////// int main(int argc, char *argv[]) { if (!initGlfw(argc, argv)) return 0; if (!initGL(argc, argv)) return 0; LOG_INFO("Starting main loop."); running = GL_TRUE; //g_timer.reset(); while ( running && !glfwWindowShouldClose(g_pWindow) && !glfwWindowShouldClose(g_pWindow2) ) { //float dt = (float)g_timer.seconds(); //timestep(dt); //g_timer.reset(); display(); //running = running && glfwGetWindowParam(GLFW_OPENED); glfwPollEvents(); } TwTerminate(); glfwTerminate(); return 0; }
CDebugHelperImplementation::~CDebugHelperImplementation() { // TODO: finalizar AntTweakBar int status = TwTerminate(); assert(status); }
void outPut::reInit() { ///Terminer AntTweakBar TwTerminate(); ///Terminer GLFW glfwTerminate(); init_outPut(); }
void Scene::Shutdown() { //LAST TwDeleteAllBars(); TwTerminate(); }
void AntTweakBarWrapper::Cleanup() { m_control_panel_bar = NULL; m_mesh_bar = NULL; m_sim_bar = NULL; TwTerminate(); }
Gui::~Gui() { if(m_tweakbar) { TwDeleteBar(m_tweakbar); } TwTerminate(); }
int main(int argc, char *argv[]) { init(argc, argv); run(); TwTerminate(); free_resources(); return 0; }
ControlUI::~ControlUI() { //SAFE_DELETE(mpBar); if (mIsUseTw) { TwTerminate(); } }
bool Tweaker::Terminate() { if(s_isInit && !s_doNotUseLib) { Tweaker::Close(); return TwTerminate() == 0? false : true; } else { return false; } }
// Function called at exit void Terminate(void) { int i; for (i=0; i<2; i++) { glutSetWindow(g_SubWindowData[i].WinID); glDeleteLists(SHAPE_TEAPOT, NUM_SHAPES); } TwTerminate(); }
void destroyObjects(void){ #if _DEBUG FPS_delete(_fpsCounter); #endif Camera_delete(_camera); SSController_Delete(); GameTime_delete(gameTime); TwTerminate(); }
GLFW_App::~GLFW_App() { TwTerminate(); // close all windows m_windows.clear(); // terminate GLFW glfwTerminate(); }
outPut::~outPut() { ///Terminer AntTweakBar TwTerminate(); glDeleteProgram(_sLight.getProgramID()); glDeleteProgram(_postProcess.getProgramID()); glDeleteProgram(_sNolight.getProgramID()); ///Terminer GLFW glfwTerminate(); }
void App::Shutdown() { //must Use with PHYSX Engine //m_Physics->Shutdown(); TwDeleteAllBars(); TwTerminate(); glfwDestroyWindow(window); glfwTerminate(); }
void Application::OnDestroy() { if(m_pScene) delete m_pScene; m_pWindow->Release(); m_pRenderer->Release(); m_pCamera->Release(); TwTerminate(); }
fractal_t::~fractal_t() { // Удаление русурсов OpenGL glDeleteProgram(program_); glDeleteShader(vs_); glDeleteShader(fs_); glDeleteVertexArrays(1, &vao_); glDeleteBuffers(1, &vx_buf_); TwDeleteAllBars(); TwTerminate(); }
Graphics::~Graphics() { delete mat_stack_; delete camera_; delete options_; delete graphicsAPI; for(auto& it : loaders_) { delete (it.val); } TwTerminate(); }
static void unload(GLFWwindow* window) { // AntTweakBar TwTerminate(); delete s_grid; delete s_model; delete g_ball; ffmpegClose(); }
int main() { Core demo; demo.initialize(GetModuleHandle(nullptr)); while (!demo.window.quitFlag) { demo.frame(); } demo.d3d.immediate_ctx->ClearState(); demo.d3d.immediate_ctx->Flush(); //HACK: move this elsewhere TwTerminate(); }
void Game::Shutdown() { //Terminate AntTweakBar TwTerminate(); //Release the graphics object if (m_Graphics) { m_Graphics->Shutdown(); delete m_Graphics; m_Graphics = 0; } //Release WaveManager if (m_waveManager) { m_waveManager->Shutdown(); delete m_waveManager; m_waveManager = 0; } //Release the camera object if (m_Camera) { delete m_Camera; m_Camera = 0; } //Release light delete m_light; m_light = 0; //Release all gameobjects for (vector<GameObject*>::iterator it = m_renderObjects.begin(); it != m_renderObjects.end(); ++it) { (*it)->Shutdown(); delete *it; *it = 0; } m_renderObjects.clear(); //Release the input object if (m_Input) { delete m_Input; m_Input = 0; } }
bool Game::Cleanup() { AGLLoader::Release(); ShaderManager::Release(); Camera::Release(); TextureManager::Release(); Scene::Release(); DX11Application::Cleanup(); SceneDialog::Release(); RasterManager::cleanup(); TwTerminate(); delete m_cameraController; delete SPHEREMESH; delete BOXMESH; return true; }
// ***************************************************** Figure::destruction ~FigureAnt() { // Terminate AntTweakBar TwDeleteBar( _bar ); TwTerminate(); glfwSetWindowShouldClose(_window, GL_TRUE); if(_window) glfwDestroyWindow( _window); if( _offscreen ) { glDeleteRenderbuffers( 1, &_render_buf ); utils::gl::check_error(); glDeleteFramebuffers( 1, &_fbo ); utils::gl::check_error(); } }
int main(int argc, char **argv) { Initialize(argc, argv); InitializeUI(); glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(RenderFunction); glewInit(); programID = LoadShaders("shader.vert", "shader.frag"); LoadTriangle(); CreateGeometry(); glutMainLoop(); TwTerminate(); }
void teardown() { TwTerminate(); // Free device global memory checkCudaErrors(cuMemFree(d_img_content)); //cuProfilerStop(); free(img_content); rmt_UnbindOpenGL(); rmt_DestroyGlobalInstance(rmt); cuDevicePrimaryCtxRelease(cuDevice); cudaDeviceReset(); }
void Terminate() { TwTerminate(); glDeleteBuffers(1, &Material::UBO); glDeleteBuffers(1, &PointLight::UBO); glDeleteBuffers(1, &g_Camera.UBO); g_Spheres.shrink_to_fit(); CleanMesh(g_SphereMesh); glDeleteTextures(3, g_Walls.textures); CleanMesh(g_WallMesh); g_BlinnPhongShader.Destroy(); g_AmbientShader.Destroy(); }
static void Terminate() { ReleaseTerrain(); for(int i=0;i<MAX_NB_TESTS;i++) { gCollisionTests[i]->Release(); DELETESINGLE(gCollisionTests[i]); } if(gMainBar) { TwDeleteBar(gMainBar); gMainBar = null; } TwTerminate(); }
// ---------- framework : cleanup dx ---------- bool rtvsD3dApp::cleanupDX (LPDIRECT3DDEVICE9 pd3dDevice) { // ---- invalidate the texture object ---- if( pTexture != NULL ) { int nNewRefCount = pTexture->Release(); if( nNewRefCount > 0 ) { static char strError[256]; sprintf_s ( strError, 256, "The texture object failed to cleanup properly.\n" "Release() returned a reference count of %d", nNewRefCount ); MessageBox( NULL, strError, "ERROR", MB_OK | MB_ICONEXCLAMATION ); } pTexture = NULL; } // ---- invalidate the quad vertex buffer object ---- if( pQuadVertexBuffer != NULL ) { int nNewRefCount = pQuadVertexBuffer->Release(); if( nNewRefCount > 0 ) { static char strError[256]; sprintf_s ( strError, 256, "The quad vertex buffer object failed to cleanup properly.\n" "Release() returned a reference count of %d", nNewRefCount ); MessageBox( NULL, strError, "ERROR", MB_OK | MB_ICONEXCLAMATION ); } pQuadVertexBuffer = NULL; } TwTerminate();//cleanup anttweakbar // ok return true; }