Unique Ptrs, Const correctness
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@@ -15,19 +15,20 @@ void DioramaScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *Devi
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std::vector<std::unique_ptr<Utils::MaterialMesh>> materialMeshes;
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Utils::LoadObjWithMaterials("resources/scene.obj", materialMeshes, true, DevicePtr);
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for (const auto &mesh: materialMeshes) {
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if (mesh->vertices.size() > 0) {
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if (!mesh->vertices.empty()) {
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std::shared_ptr<Material> material = std::make_shared<Material>();
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BaseEffect *effect{nullptr};
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std::unique_ptr<BaseEffect> effect{};
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if (mesh->opacity_map != "") {
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effect = new FireEffect(DevicePtr, L"resources/Fire.fx");
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if (!mesh->opacity_map.empty()) {
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effect = std::make_unique<FireEffect>(DevicePtr, L"resources/Fire.fx");
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material->diffuseTexturePtr = Texture::LoadFromFile("./resources/diorama/" + mesh->diffuse_texture, DevicePtr);
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} else {
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material->diffuseTexturePtr = Texture::LoadFromFile("./resources/diorama/" + mesh->diffuse_texture, DevicePtr);
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effect = new Effect(DevicePtr, L"resources/SimpleDiffuse.fx");
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effect = std::make_unique<Effect>(DevicePtr, L"resources/SimpleDiffuse.fx");
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}
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auto newMesh = std::make_unique<Mesh>(DevicePtr, mesh->vertices, mesh->indices, material, std::move(effect));
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m_meshes.push_back(std::move(newMesh));
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m_meshes.push_back(new Mesh(DevicePtr, mesh->vertices, mesh->indices, material, effect));
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Matrix worldMatrix = m_meshes.back()->GetWorldMatrix();
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worldMatrix *= Matrix::CreateScale(2.f, 2.f, 2.f);
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@@ -42,13 +43,15 @@ void DioramaScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *Devi
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for (const auto &mesh: materialMeshes) {
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if (!mesh->vertices.empty()) {
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std::shared_ptr<Material> material = std::make_shared<Material>();
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BaseEffect *effect{nullptr};
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auto effect = std::make_unique<Effect>(DevicePtr, L"resources/SimpleDiffuse.fx");
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effect = new Effect(DevicePtr, L"resources/SimpleDiffuse.fx");
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material->diffuseTexturePtr = Texture::LoadFromFile("./resources/brok/" + mesh->diffuse_texture, DevicePtr);
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m_meshes.push_back(new Mesh(DevicePtr, mesh->vertices, mesh->indices, material, effect));
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m_brokMeshses.push_back(m_meshes.back());
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auto brokMesh = std::make_unique<Mesh>(DevicePtr, mesh->vertices, mesh->indices, material, std::move(effect));
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m_brokMeshses.push_back(brokMesh.get());
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m_meshes.push_back(std::move(brokMesh));
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Matrix worldMatrix = m_meshes.back()->GetWorldMatrix();
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worldMatrix *= Matrix::CreateRotationY(3.14f / 2.f);
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@@ -81,7 +84,7 @@ void DioramaScene::Render(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView
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}
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std::vector<Mesh *> &DioramaScene::GetMeshes() {
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std::vector<std::unique_ptr<Mesh>> &DioramaScene::GetMeshes() {
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return m_meshes;
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}
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@@ -90,9 +93,6 @@ std::vector<std::shared_ptr<Material>> &DioramaScene::GetMaterials() {
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}
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void DioramaScene::Cleanup() {
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for (Mesh *mesh: m_meshes) {
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delete mesh;
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}
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m_meshes.clear();
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m_materials.clear();
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}
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