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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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@@ -20,21 +20,38 @@ void CEnvFxShaders::Shutdown() {
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void CEnvFxShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CEnvFxManager& fxMgr,
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CEnvFxManagerGrid& grid) {
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auto uBufInfo = grid.m_uniformBuf.getBufferInfo();
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auto iBufInfo = grid.m_instBuf.getBufferInfo();
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {uBufInfo.first.get(), fxMgr.m_fogUniformBuf.get()};
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size_t ubufOffsets[] = {size_t(uBufInfo.second), 0};
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size_t ubufSizes[] = {sizeof(CEnvFxShaders::Uniform), sizeof(CGraphics::g_Fog)};
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boo::PipelineStage uniformStages[] = {boo::PipelineStage::Vertex, boo::PipelineStage::Fragment};
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boo::ObjToken<boo::ITexture> textures[] = {fxMgr.xb74_txtrSnowFlake->GetBooTexture(),
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fxMgr.x40_txtrEnvGradient->GetBooTexture()};
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grid.m_snowBinding =
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ctx.newShaderDataBinding(m_snowPipeline, nullptr, iBufInfo.first.get(), nullptr, 2, uniforms, uniformStages,
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ubufOffsets, ubufSizes, 2, textures, nullptr, nullptr, 0, iBufInfo.second);
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const auto uBufInfo = grid.m_uniformBuf.getBufferInfo();
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const auto iBufInfo = grid.m_instBuf.getBufferInfo();
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const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 2> uniforms{{
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uBufInfo.first.get(),
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fxMgr.m_fogUniformBuf.get(),
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}};
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const std::array<size_t, 2> ubufOffsets{
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size_t(uBufInfo.second),
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0,
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};
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constexpr std::array<size_t, 2> ubufSizes{
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sizeof(CEnvFxShaders::Uniform),
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sizeof(CGraphics::g_Fog),
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};
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constexpr std::array<boo::PipelineStage, 2> uniformStages{
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boo::PipelineStage::Vertex,
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boo::PipelineStage::Fragment,
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};
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std::array<boo::ObjToken<boo::ITexture>, 2> textures{
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fxMgr.xb74_txtrSnowFlake->GetBooTexture(),
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fxMgr.x40_txtrEnvGradient->GetBooTexture(),
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};
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grid.m_snowBinding = ctx.newShaderDataBinding(
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m_snowPipeline, nullptr, iBufInfo.first.get(), nullptr, uniforms.size(), uniforms.data(), uniformStages.data(),
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ubufOffsets.data(), ubufSizes.data(), textures.size(), textures.data(), nullptr, nullptr, 0, iBufInfo.second);
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textures[0] = fxMgr.xc48_underwaterFlake->GetBooTexture();
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grid.m_underwaterBinding =
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ctx.newShaderDataBinding(m_underwaterPipeline, nullptr, iBufInfo.first.get(), nullptr, 2, uniforms, uniformStages,
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ubufOffsets, ubufSizes, 2, textures, nullptr, nullptr, 0, iBufInfo.second);
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ctx.newShaderDataBinding(m_underwaterPipeline, nullptr, iBufInfo.first.get(), nullptr, uniforms.size(),
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uniforms.data(), uniformStages.data(), ubufOffsets.data(), ubufSizes.data(),
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textures.size(), textures.data(), nullptr, nullptr, 0, iBufInfo.second);
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}
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} // namespace urde
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