#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
+#include "program.h"
#include "renderer.h"
#include "technique.h"
#include "vertexsetup.h"
matrix_offset(0)
{
const Technique *tech = object.get_technique();
- const Technique::PassMap &passes = tech->get_passes();
- for(Technique::PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ for(const auto &kvp: tech->get_passes())
{
- const Program *shprog = i->second.get_shader_program();
+ const Program *shprog = kvp.second.get_shader_program();
if(!shprog)
throw invalid_argument("InstanceArray::InstanceArray");
InstanceArray::~InstanceArray()
{
- for(vector<ObjectInstance *>::iterator i=instances.begin(); i!=instances.end(); ++i)
- delete *i;
+ for(ObjectInstance *i: instances)
+ delete i;
delete vtx_setup;
delete instance_data;
delete instance_buffer;
void InstanceArray::remove(ObjectInstance &inst)
{
- vector<ObjectInstance *>::iterator i = find(instances, &inst);
+ auto i = find(instances, &inst);
if(i==instances.end())
throw key_error(&inst);
}
else
{
- for(vector<ObjectInstance *>::const_iterator i=instances.begin(); i!=instances.end(); ++i)
+ for(ObjectInstance *i: instances)
{
- const Matrix &m = *(*i)->get_matrix();
+ const Matrix &m = *i->get_matrix();
for(unsigned j=0; j<3; ++j)
glVertexAttrib4f(matrix_location+j, m(j, 0), m(j, 1), m(j, 2), m(j, 3));
- (*i)->render(renderer, tag);
+ i->render(renderer, tag);
}
}
}