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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/CEnergyBarShader.hpp"
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#include <cstring>
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#include "Runtime/Graphics/CGraphics.hpp"
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#include "Runtime/Graphics/CTexture.hpp"
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@@ -31,15 +33,19 @@ void CEnergyBarShader::draw(const zeus::CColor& color0, const std::vector<Vertex
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m_tex = tex;
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CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx) {
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(Vertex), m_maxVerts);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[1];
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ObjToken<boo::ITexture> texs[] = {m_tex->GetBooTexture()};
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for (int i = 0; i < 3; ++i) {
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std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> bufs;
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constexpr std::array<boo::PipelineStage, 1> stages{boo::PipelineStage::Vertex};
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const std::array<boo::ObjToken<boo::ITexture>, 1> texs{m_tex->GetBooTexture()};
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for (size_t i = 0; i < m_uniBuf.size(); ++i) {
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m_uniBuf[i] = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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bufs[0] = m_uniBuf[i].get();
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m_dataBind[i] = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr,
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nullptr, 1, texs, nullptr, nullptr);
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m_dataBind[i] =
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ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, bufs.size(), bufs.data(), stages.data(),
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nullptr, nullptr, texs.size(), texs.data(), nullptr, nullptr);
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}
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return true;
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} BooTrace);
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}
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