Use emplace back instead of push_back in scenemanager

This commit is contained in:
vlj 2014-09-05 15:38:25 +02:00
parent 95ea76cc60
commit 99eea187bb

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