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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 +1,7 @@
#pragma once
#include <array>
#include "Runtime/GuiSys/CGuiWidget.hpp"
#include <hecl/UniformBufferPool.hpp>
@@ -33,8 +35,8 @@ class CTextSupportShader {
};
struct CharacterInstance {
zeus::CVector3f m_pos[4];
zeus::CVector3f m_uv[4];
std::array<zeus::CVector3f, 4> m_pos;
std::array<zeus::CVector3f, 4> m_uv;
zeus::CColor m_fontColor;
zeus::CColor m_outlineColor;
zeus::CColor m_mulColor;
@@ -42,8 +44,8 @@ class CTextSupportShader {
};
struct ImageInstance {
zeus::CVector3f m_pos[4];
zeus::CVector2f m_uv[4];
std::array<zeus::CVector3f, 4> m_pos;
std::array<zeus::CVector2f, 4> m_uv;
zeus::CColor m_color;
void SetMetrics(const CFontImageDef& imgDef, const zeus::CVector2i& offset);
};