Files
WickedEngine/WickedEngine/wiUnorderedMap.h
T
Turánszki János 604140ad85 Procedural Terrain (#408)
0.60.50:
- Added procedural terrain generator (for now this is Editor only preview version)
- Added LOD (Level Of Detail) support
- Added LOD Generator to Editor (Mesh Window -> LOD Gen), uses the meshoptimizer library
- Editor can merge multiple objects now into one mesh (Mesh window -> Merge Selected)
- Ocean: added occlusion culling support to detect when ocean is occluded
	- can skip planar reflection render for ocean
	- can skip ocean simulation
	- can skip ocean rendering
- CPU ray tracing optimization: TMin and TMax parameter
	- can improve Ray-AABB and Ray-Triangle tests
	- improves performance of third person character controller script
- other fixes
2022-04-10 11:42:10 +02:00

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C++

#ifndef WI_UNORDERED_MAP_REPLACEMENT
#define WI_UNORDERED_MAP_REPLACEMENT
// This file is used to allow replacement of std::unordered_map
#ifndef WI_UNORDERED_MAP_TYPE
#define WI_UNORDERED_MAP_TYPE 1
#endif // WI_UNORDERED_MAP_TYPE
#if WI_UNORDERED_MAP_TYPE == 1
#include "Utility/flat_hash_map.hpp"
#else
#include <unordered_map>
#endif // WI_UNORDERED_MAP_TYPE
namespace wi
{
template<typename K, typename V, typename H = std::hash<K>, typename E = std::equal_to<K>, typename A = std::allocator<std::pair<const K, V> > >
#if WI_UNORDERED_MAP_TYPE == 1
using unordered_map = ska::flat_hash_map<K, V, H, E, A>;
#else
using unordered_map = std::unordered_map<K, V, H, E, A>;
#endif // WI_UNORDERED_MAP_TYPE
}
#endif // WI_UNORDERED_MAP_REPLACEMENT