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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).
This commit is contained in:
Lioncash
2019-09-28 22:22:12 -04:00
parent 417506572c
commit 136a229a1a
36 changed files with 530 additions and 347 deletions

View File

@@ -1,5 +1,6 @@
#pragma once
#include <array>
#include <vector>
#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
@@ -25,8 +26,8 @@ private:
zeus::CColor m_color;
};
boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf[3];
boo::ObjToken<boo::IShaderDataBinding> m_dataBind[3];
std::array<boo::ObjToken<boo::IGraphicsBufferD>, 3> m_uniBuf;
std::array<boo::ObjToken<boo::IShaderDataBinding>, 3> m_dataBind;
Uniform m_uniform;
const CTexture* m_tex = nullptr;
size_t m_maxVerts = 0;