Use emplace_back instead of push_back(std::make_tuple())
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14e3ccd059
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c4238d2089
@ -141,16 +141,16 @@ void STKAnimatedMesh::render()
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GLMesh* mesh;
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for_in(mesh, MeshSolidMaterial[MAT_DEFAULT])
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ListMatDefault::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatDefault::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterial[MAT_ALPHA_REF])
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ListMatAlphaRef::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatAlphaRef::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterial[MAT_DETAIL])
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ListMatDetails::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatDetails::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterial[MAT_UNLIT])
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ListMatUnlit::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY));
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ListMatUnlit::Arguments.emplace_back(mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY);
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return;
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}
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@ -191,10 +191,10 @@ void STKAnimatedMesh::render()
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else
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{
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for_in(mesh, TransparentMesh[TM_DEFAULT])
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ListBlendTransparent::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListBlendTransparent::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix);
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for_in(mesh, TransparentMesh[TM_ADDITIVE])
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ListAdditiveTransparent::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListAdditiveTransparent::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix);
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}
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return;
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}
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@ -245,29 +245,29 @@ void STKMeshSceneNode::render()
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GLMesh* mesh;
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for_in(mesh, MeshSolidMaterials[MAT_DEFAULT])
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ListMatDefault::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatDefault::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterials[MAT_ALPHA_REF])
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ListMatAlphaRef::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatAlphaRef::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterials[MAT_SPHEREMAP])
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ListMatSphereMap::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatSphereMap::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterials[MAT_DETAIL])
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ListMatDetails::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatDetails::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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windDir = getWind();
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for_in(mesh, MeshSolidMaterials[MAT_GRASS])
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ListMatGrass::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, windDir, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatGrass::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, windDir, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterials[MAT_UNLIT])
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ListMatUnlit::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY));
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ListMatUnlit::Arguments.emplace_back(mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY);
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for_in(mesh, MeshSolidMaterials[MAT_SPLATTING])
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ListMatSplatting::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatSplatting::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, irr_driver->getSceneManager()->getAmbientLight());
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for_in(mesh, MeshSolidMaterials[MAT_NORMAL_MAP])
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ListMatNormalMap::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, core::matrix4::EM4CONST_IDENTITY, irr_driver->getSceneManager()->getAmbientLight()));
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ListMatNormalMap::Arguments.emplace_back(mesh, AbsoluteTransformation, invmodel, core::matrix4::EM4CONST_IDENTITY, irr_driver->getSceneManager()->getAmbientLight());
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return;
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}
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@ -407,25 +407,23 @@ void STKMeshSceneNode::render()
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tmpcol.getBlue() / 255.0f);
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for_in(mesh, TransparentMesh[TM_DEFAULT])
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ListBlendTransparentFog::Arguments.push_back(
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std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col));
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ListBlendTransparentFog::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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for_in(mesh, TransparentMesh[TM_ADDITIVE])
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ListAdditiveTransparentFog::Arguments.push_back(
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std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col));
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ListAdditiveTransparentFog::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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}
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else
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{
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for_in(mesh, TransparentMesh[TM_DEFAULT])
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ListBlendTransparent::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListBlendTransparent::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix);
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for_in(mesh, TransparentMesh[TM_ADDITIVE])
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ListAdditiveTransparent::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListAdditiveTransparent::Arguments.emplace_back(mesh, AbsoluteTransformation, mesh->TextureMatrix);
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}
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for_in(mesh, TransparentMesh[TM_DISPLACEMENT])
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ListDisplacement::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
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ListDisplacement::Arguments.emplace_back(mesh, AbsoluteTransformation);
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if (!TransparentMesh[TM_BUBBLE].empty())
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glUseProgram(MeshShader::BubbleShader::Program);
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