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CFluidUVMotion: Return std::array by value from CalculateFluidTextureOffset()
Same behavior, but allows for easier use of API and makes it harder to misuse. It also makes it easier for analysis to determine out of bounds, given we leverage std::array rather than a pointer that causes arrays to decay and lose their size information.
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@@ -128,11 +128,11 @@ CFluidPlaneShader::RenderSetupInfo CFluidPlaneCPU::RenderSetup(const CStateManag
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const CScriptWater* water) {
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CFluidPlaneShader::RenderSetupInfo out;
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float uvT = mgr.GetFluidPlaneManager()->GetUVT();
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bool hasBumpMap = HasBumpMap() && kEnableWaterBumpMaps;
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const float uvT = mgr.GetFluidPlaneManager()->GetUVT();
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const bool hasBumpMap = HasBumpMap() && kEnableWaterBumpMaps;
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bool doubleLightmapBlend = false;
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bool hasEnvMap = mgr.GetCameraManager()->GetFluidCounter() == 0 && HasEnvMap();
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bool hasEnvBumpMap = HasEnvBumpMap();
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const bool hasEnvMap = mgr.GetCameraManager()->GetFluidCounter() == 0 && HasEnvMap();
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const bool hasEnvBumpMap = HasEnvBumpMap();
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InitializeSineWave();
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CGraphics::SetModelMatrix(xf);
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@@ -165,8 +165,7 @@ CFluidPlaneShader::RenderSetupInfo CFluidPlaneCPU::RenderSetup(const CStateManag
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curTex++;
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}
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float fluidUVs[3][2];
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x4c_uvMotion.CalculateFluidTextureOffset(uvT, fluidUVs);
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const auto fluidUVs = x4c_uvMotion.CalculateFluidTextureOffset(uvT);
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out.texMtxs[0][0][0] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale();
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out.texMtxs[0][1][1] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale();
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