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Graphics/Shaders: Use std::array where applicable
Makes the arrays strongly typed and impervious to array->pointer decay. This also allows simplifying some operations (such as being able to call fill() instead of needing to use std::fill, etc).
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@@ -1,5 +1,7 @@
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#include "Runtime/Graphics/Shaders/CDecalShaders.hpp"
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#include <array>
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#include "Runtime/Particle/CDecal.hpp"
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#include <hecl/Pipeline.hpp>
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@@ -46,26 +48,31 @@ void CDecalShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& c
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regPipeline = m_noTexZTestNoZWrite;
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}
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const SQuadDescr* desc = decal.m_desc;
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const SQuadDescr* const desc = decal.m_desc;
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const CUVElement* const texr = desc->x14_TEX.get();
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size_t texCount = 0;
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std::array<boo::ObjToken<boo::ITexture>, 1> textures;
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CUVElement* texr = desc->x14_TEX.get();
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int texCount = 0;
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boo::ObjToken<boo::ITexture> textures[1];
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if (texr) {
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if (texr != nullptr) {
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textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 1;
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}
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if (decal.m_instBuf) {
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {decal.m_uniformBuf.get()};
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if (!decal.m_instBuf) {
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return;
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}
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if (regPipeline)
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decal.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, decal.m_instBuf.get(), nullptr, 1,
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uniforms, nullptr, texCount, textures, nullptr, nullptr);
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if (redToAlphaPipeline)
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decal.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, decal.m_instBuf.get(), nullptr,
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1, uniforms, nullptr, texCount, textures, nullptr, nullptr);
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std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> uniforms{decal.m_uniformBuf.get()};
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if (regPipeline) {
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decal.m_normalDataBind =
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ctx.newShaderDataBinding(regPipeline, nullptr, decal.m_instBuf.get(), nullptr, uniforms.size(), uniforms.data(),
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nullptr, texCount, textures.data(), nullptr, nullptr);
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}
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if (redToAlphaPipeline) {
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decal.m_redToAlphaDataBind =
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ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, decal.m_instBuf.get(), nullptr, uniforms.size(),
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uniforms.data(), nullptr, texCount, textures.data(), nullptr, nullptr);
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}
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}
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