Beispiel #1
0
bool DirectxEngine::InitialiseScene(const IScene& scene)
{
    m_data->shadows = std::make_unique<DxQuadMesh>(scene.Shadows(),
        [this](const D3DXMATRIX& world, int texture){ UpdateShader(world, texture); });

    m_data->textures.reserve(scene.Textures().size());
    for(const auto& texture : scene.Textures())
    {
        m_data->textures.push_back(std::unique_ptr<DxTexture>(
            new DxTexture(*texture)));
    }

    m_data->shaders.reserve(scene.Shaders().size());
    for(const auto& shader : scene.Shaders())
    {
        m_data->shaders.push_back(std::unique_ptr<DxShader>(
            new DxShader(*shader)));
    }

    m_data->meshes.reserve(scene.Meshes().size());
    for(const auto& mesh : scene.Meshes())
    {
        m_data->meshes.push_back(std::unique_ptr<DxMesh>(new DxMesh(*mesh,
            [this](const D3DXMATRIX& world, int texture){ UpdateShader(world, texture); })));
    }

    m_data->terrain.reserve(scene.Terrains().size());
    for(const auto& terrain : scene.Terrains())
    {
        m_data->terrain.push_back(std::unique_ptr<DxMesh>(new DxMesh(*terrain,
            [this](const D3DXMATRIX& world, int texture){ UpdateShader(world, texture); })));
    }

    m_data->waters.reserve(scene.Waters().size());
    for(const auto& water : scene.Waters())
    {
        m_data->waters.push_back(std::unique_ptr<DxMesh>(new DxMesh(*water,
            [this](const D3DXMATRIX& world, int texture){ UpdateShader(world, texture); })));
    }

    m_data->emitters.reserve(scene.Emitters().size());
    for(const auto& emitter : scene.Emitters())
    {
        m_data->emitters.push_back(std::unique_ptr<DxEmitter>(new DxEmitter(*emitter,
            [this](const D3DXMATRIX& world, const Particle& data){ UpdateShader(world, data); })));
    }

    return ReInitialiseScene();
}