Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -8,6 +8,7 @@
#define NAZARA_GRAPHICS_SYSTEMS_RENDERSYSTEM_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/ElementRendererRegistry.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/Components/GraphicsComponent.hpp>
#include <Nazara/Graphics/Components/LightComponent.hpp>
@@ -132,6 +133,7 @@ namespace Nz
std::unordered_set<LightEntity*> m_newlyHiddenLightEntities;
std::unordered_set<LightEntity*> m_newlyVisibleLightEntities;
std::vector<std::unique_ptr<RenderWindow>> m_renderWindows;
ElementRendererRegistry m_elementRegistry;
MemoryPool<CameraEntity> m_cameraEntityPool;
MemoryPool<GraphicsEntity> m_graphicsEntityPool;
MemoryPool<LightEntity> m_lightEntityPool;