- remove all usage of std::make_unique to keep things C++11 compliant

This commit is contained in:
Magnus Norddahl 2017-04-11 01:25:44 +02:00
commit f049e6145b
7 changed files with 33 additions and 33 deletions

View file

@ -60,21 +60,21 @@ namespace swrenderer
{
Scene = scene;
MainThread = mainThread;
FrameMemory = std::make_unique<RenderMemory>();
Viewport = std::make_unique<RenderViewport>();
Light = std::make_unique<LightVisibility>();
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
OpaquePass = std::make_unique<RenderOpaquePass>(this);
TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
SpriteList = std::make_unique<VisibleSpriteList>();
Portal = std::make_unique<RenderPortal>(this);
Clip3D = std::make_unique<Clip3DFloors>(this);
PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
PlaneList = std::make_unique<VisiblePlaneList>(this);
DrawSegments = std::make_unique<DrawSegmentList>(this);
ClipSegments = std::make_unique<RenderClipSegment>();
tc_drawers = std::make_unique<SWTruecolorDrawers>(DrawQueue);
pal_drawers = std::make_unique<SWPalDrawers>(DrawQueue);
FrameMemory.reset(new RenderMemory());
Viewport.reset(new RenderViewport());
Light.reset(new LightVisibility());
DrawQueue.reset(new DrawerCommandQueue(FrameMemory.get()));
OpaquePass.reset(new RenderOpaquePass(this));
TranslucentPass.reset(new RenderTranslucentPass(this));
SpriteList.reset(new VisibleSpriteList());
Portal.reset(new RenderPortal(this));
Clip3D.reset(new Clip3DFloors(this));
PlayerSprites.reset(new RenderPlayerSprites(this));
PlaneList.reset(new VisiblePlaneList(this));
DrawSegments.reset(new DrawSegmentList(this));
ClipSegments.reset(new RenderClipSegment());
tc_drawers.reset(new SWTruecolorDrawers(DrawQueue));
pal_drawers.reset(new SWPalDrawers(DrawQueue));
}
RenderThread::~RenderThread()