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Code style: Use non-static member initialisation instead of member initialiser lists for shader uniform names
Before this change, the member type and member name are at one place, and the member name and uniform name are at another place. If the uniform name is written directly at the member declaration, the member type, member name and uniform name are all at one place, which leads to shorter code and may be easier to read.
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5 changed files with 82 additions and 136 deletions
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@ -210,51 +210,36 @@ public:
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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CachedVertexShaderSetting<f32, 16> m_world_view_proj;
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CachedVertexShaderSetting<f32, 16> m_world;
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CachedVertexShaderSetting<f32, 16> m_world_view_proj{"mWorldViewProj"};
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CachedVertexShaderSetting<f32, 16> m_world{"mWorld"};
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// Shadow-related
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
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CachedPixelShaderSetting<f32, 3> m_light_direction;
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CachedPixelShaderSetting<f32> m_texture_res;
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CachedPixelShaderSetting<f32> m_shadow_strength;
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CachedPixelShaderSetting<f32> m_time_of_day;
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CachedPixelShaderSetting<f32> m_shadowfar;
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CachedPixelShaderSetting<f32, 4> m_camera_pos;
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CachedPixelShaderSetting<s32> m_shadow_texture;
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CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
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CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
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CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
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CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
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CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
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CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
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CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
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CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
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CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
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CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
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CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
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CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias0_vertex{"xyPerspectiveBias0"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias0_pixel{"xyPerspectiveBias0"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias1_vertex{"xyPerspectiveBias1"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias1_pixel{"xyPerspectiveBias1"};
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CachedVertexShaderSetting<f32>
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m_perspective_zbias_vertex{"zPerspectiveBias"};
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
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// Modelview matrix
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CachedVertexShaderSetting<float, 16> m_world_view;
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CachedVertexShaderSetting<float, 16> m_world_view{"mWorldView"};
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// Texture matrix
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CachedVertexShaderSetting<float, 16> m_texture;
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CachedVertexShaderSetting<float, 16> m_texture{"mTexture"};
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public:
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MainShaderConstantSetter() :
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m_world_view_proj("mWorldViewProj")
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, m_world("mWorld")
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, m_shadow_view_proj("m_ShadowViewProj")
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, m_light_direction("v_LightDirection")
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, m_texture_res("f_textureresolution")
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, m_shadow_strength("f_shadow_strength")
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, m_time_of_day("f_timeofday")
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, m_shadowfar("f_shadowfar")
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, m_camera_pos("CameraPos")
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, m_shadow_texture("ShadowMapSampler")
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, m_perspective_bias0_vertex("xyPerspectiveBias0")
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, m_perspective_bias0_pixel("xyPerspectiveBias0")
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, m_perspective_bias1_vertex("xyPerspectiveBias1")
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, m_perspective_bias1_pixel("xyPerspectiveBias1")
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, m_perspective_zbias_vertex("zPerspectiveBias")
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, m_perspective_zbias_pixel("zPerspectiveBias")
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, m_world_view("mWorldView")
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, m_texture("mTexture")
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{}
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~MainShaderConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services) override
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