Use emplace back instead of push_back in scenemanager
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95ea76cc60
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99eea187bb
@ -150,24 +150,25 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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for_in(mesh, node->MeshSolidMaterial[Mat])
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{
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if (node->glow())
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MeshForGlowPass[mesh->mb].push_back(std::make_pair(mesh, node));
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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MeshForGlowPass[mesh->mb].emplace_back(mesh, node);
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if (mesh->TextureMatrix.isIdentity())
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MeshForSolidPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
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MeshForSolidPass[Mat][mesh->mb].emplace_back(mesh, Node);
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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switch (Mat)
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{
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case MAT_DEFAULT:
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ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_ALPHA_REF:
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ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_UNLIT:
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ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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}
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}
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@ -183,28 +184,28 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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switch (Mat)
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{
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case MAT_DEFAULT:
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ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_ALPHA_REF:
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ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_NORMAL_MAP:
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ListMatNormalMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatNormalMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_DETAIL:
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ListMatDetails::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDetails::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_UNLIT:
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ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPHEREMAP:
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ListMatSphereMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatSphereMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPLATTING:
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ListMatSplatting::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
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ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case MAT_GRASS:
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ListMatGrass::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
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ListMatGrass::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
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break;
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}
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}
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@ -219,7 +220,7 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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if (irr_driver->hasARB_draw_indirect())
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{
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for_in(mesh, node->MeshSolidMaterial[Mat])
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MeshForShadowPass[cascade][Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
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MeshForShadowPass[cascade][Mat][mesh->mb].emplace_back(mesh, Node);
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}
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else
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{
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@ -231,28 +232,28 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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switch (Mat)
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{
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case MAT_DEFAULT:
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ListMatDefault::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDefault::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_ALPHA_REF:
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ListMatAlphaRef::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_NORMAL_MAP:
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ListMatNormalMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatNormalMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_DETAIL:
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ListMatDetails::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDetails::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_UNLIT:
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ListMatUnlit::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatUnlit::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPHEREMAP:
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ListMatSphereMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatSphereMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPLATTING:
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ListMatSplatting::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
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ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case MAT_GRASS:
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ListMatGrass::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
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ListMatGrass::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
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}
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}
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}
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@ -265,7 +266,7 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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if (irr_driver->hasARB_draw_indirect())
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{
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for_in(mesh, node->MeshSolidMaterial[Mat])
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MeshForRSMPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
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MeshForRSMPass[Mat][mesh->mb].emplace_back(mesh, Node);
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}
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else
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{
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@ -277,28 +278,28 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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switch (Mat)
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{
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case MAT_DEFAULT:
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ListMatDefault::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDefault::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_ALPHA_REF:
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ListMatAlphaRef::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_NORMAL_MAP:
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ListMatNormalMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatNormalMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_DETAIL:
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ListMatDetails::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatDetails::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_UNLIT:
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ListMatUnlit::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatUnlit::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPHEREMAP:
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ListMatSphereMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
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ListMatSphereMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case MAT_SPLATTING:
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ListMatSplatting::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
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ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case MAT_GRASS:
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ListMatGrass::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
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ListMatGrass::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
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break;
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}
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}
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