gobj: use range for where possible in PreparedGraphicsObjects

This makes the code easier to read and maintain.
This commit is contained in:
rdb 2019-11-09 14:45:00 +01:00
parent 9201d75bbe
commit f1b235e065

View File

@ -274,11 +274,7 @@ release_all_textures() {
int num_textures = (int)_prepared_textures.size() + (int)_enqueued_textures.size();
Textures::iterator tci;
for (tci = _prepared_textures.begin();
tci != _prepared_textures.end();
++tci) {
TextureContext *tc = (*tci);
for (TextureContext *tc : _prepared_textures) {
tc->get_texture()->clear_prepared(tc->get_view(), this);
tc->_object = nullptr;
@ -599,11 +595,7 @@ release_all_geoms() {
int num_geoms = (int)_prepared_geoms.size() + (int)_enqueued_geoms.size();
Geoms::iterator gci;
for (gci = _prepared_geoms.begin();
gci != _prepared_geoms.end();
++gci) {
GeomContext *gc = (*gci);
for (GeomContext *gc : _prepared_geoms) {
gc->_geom->clear_prepared(this);
gc->_geom = nullptr;
@ -774,11 +766,7 @@ release_all_shaders() {
int num_shaders = (int)_prepared_shaders.size() + (int)_enqueued_shaders.size();
Shaders::iterator sci;
for (sci = _prepared_shaders.begin();
sci != _prepared_shaders.end();
++sci) {
ShaderContext *sc = (*sci);
for (ShaderContext *sc : _prepared_shaders) {
sc->_shader->clear_prepared(this);
sc->_shader = nullptr;
@ -952,11 +940,8 @@ release_all_vertex_buffers() {
int num_vertex_buffers = (int)_prepared_vertex_buffers.size() + (int)_enqueued_vertex_buffers.size();
Buffers::iterator vbci;
for (vbci = _prepared_vertex_buffers.begin();
vbci != _prepared_vertex_buffers.end();
++vbci) {
VertexBufferContext *vbc = (VertexBufferContext *)(*vbci);
for (BufferContext *bc : _prepared_vertex_buffers) {
VertexBufferContext *vbc = (VertexBufferContext *)bc;
vbc->get_data()->clear_prepared(this);
vbc->_object = nullptr;
@ -973,9 +958,8 @@ release_all_vertex_buffers() {
++bci) {
BufferList &buffer_list = (*bci).second;
nassertr(!buffer_list.empty(), num_vertex_buffers);
BufferList::iterator li;
for (li = buffer_list.begin(); li != buffer_list.end(); ++li) {
VertexBufferContext *vbc = (VertexBufferContext *)(*li);
for (BufferContext *bc : buffer_list) {
VertexBufferContext *vbc = (VertexBufferContext *)bc;
_released_vertex_buffers.push_back(vbc);
}
}
@ -1150,11 +1134,8 @@ release_all_index_buffers() {
int num_index_buffers = (int)_prepared_index_buffers.size() + (int)_enqueued_index_buffers.size();
Buffers::iterator ibci;
for (ibci = _prepared_index_buffers.begin();
ibci != _prepared_index_buffers.end();
++ibci) {
IndexBufferContext *ibc = (IndexBufferContext *)(*ibci);
for (BufferContext *bc : _prepared_index_buffers) {
IndexBufferContext *ibc = (IndexBufferContext *)bc;
ibc->get_data()->clear_prepared(this);
ibc->_object = nullptr;
@ -1171,10 +1152,9 @@ release_all_index_buffers() {
++bci) {
BufferList &buffer_list = (*bci).second;
nassertr(!buffer_list.empty(), num_index_buffers);
BufferList::iterator li;
for (li = buffer_list.begin(); li != buffer_list.end(); ++li) {
IndexBufferContext *vbc = (IndexBufferContext *)(*li);
_released_index_buffers.push_back(vbc);
for (BufferContext *bc : buffer_list) {
IndexBufferContext *ibc = (IndexBufferContext *)bc;
_released_index_buffers.push_back(ibc);
}
}
_index_buffer_cache.clear();
@ -1337,12 +1317,7 @@ release_all_shader_buffers() {
int num_shader_buffers = (int)_prepared_shader_buffers.size() + (int)_enqueued_shader_buffers.size();
Buffers::iterator bci;
for (bci = _prepared_shader_buffers.begin();
bci != _prepared_shader_buffers.end();
++bci) {
BufferContext *bc = (BufferContext *)(*bci);
for (BufferContext *bc : _prepared_shader_buffers) {
((ShaderBuffer *)bc->_object)->clear_prepared(this);
bc->_object = nullptr;
_released_shader_buffers.push_back(bc);