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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/CParticleSwooshShaders.hpp"
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#include <iterator>
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#include "Runtime/Particle/CParticleSwoosh.hpp"
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#include "Runtime/Particle/CSwooshDescription.hpp"
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@@ -88,13 +90,17 @@ void CParticleSwooshShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::C
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}
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}
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CUVElement* texr = desc->x3c_TEXR.get();
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boo::ObjToken<boo::ITexture> textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
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const CUVElement* const texr = desc->x3c_TEXR.get();
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const std::array<boo::ObjToken<boo::ITexture>, 1> textures{
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texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr,
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};
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {gen.m_uniformBuf.get()};
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for (int i = 0; i < 2; ++i)
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gen.m_dataBind[i] = ctx.newShaderDataBinding((*pipeline)[i], gen.m_vertBuf.get(), nullptr, nullptr, 1, uniforms,
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nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
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const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> uniforms{gen.m_uniformBuf.get()};
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for (size_t i = 0; i < std::size(gen.m_dataBind); ++i) {
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gen.m_dataBind[i] =
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ctx.newShaderDataBinding((*pipeline)[i], gen.m_vertBuf.get(), nullptr, nullptr, uniforms.size(),
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uniforms.data(), nullptr, texr ? 1 : 0, textures.data(), nullptr, nullptr);
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}
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}
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} // namespace urde
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