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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.
This commit is contained in:
HybridDog 2024-01-07 18:54:31 +01:00 committed by Lars Müller
parent d98ea7fdb6
commit 345e93d19c
5 changed files with 82 additions and 136 deletions

View file

@ -210,51 +210,36 @@ public:
class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<f32, 16> m_world_view_proj;
CachedVertexShaderSetting<f32, 16> m_world;
CachedVertexShaderSetting<f32, 16> m_world_view_proj{"mWorldViewProj"};
CachedVertexShaderSetting<f32, 16> m_world{"mWorld"};
// Shadow-related
CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
CachedPixelShaderSetting<f32, 3> m_light_direction;
CachedPixelShaderSetting<f32> m_texture_res;
CachedPixelShaderSetting<f32> m_shadow_strength;
CachedPixelShaderSetting<f32> m_time_of_day;
CachedPixelShaderSetting<f32> m_shadowfar;
CachedPixelShaderSetting<f32, 4> m_camera_pos;
CachedPixelShaderSetting<s32> m_shadow_texture;
CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
CachedVertexShaderSetting<f32>
m_perspective_bias0_vertex{"xyPerspectiveBias0"};
CachedPixelShaderSetting<f32>
m_perspective_bias0_pixel{"xyPerspectiveBias0"};
CachedVertexShaderSetting<f32>
m_perspective_bias1_vertex{"xyPerspectiveBias1"};
CachedPixelShaderSetting<f32>
m_perspective_bias1_pixel{"xyPerspectiveBias1"};
CachedVertexShaderSetting<f32>
m_perspective_zbias_vertex{"zPerspectiveBias"};
CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
// Modelview matrix
CachedVertexShaderSetting<float, 16> m_world_view;
CachedVertexShaderSetting<float, 16> m_world_view{"mWorldView"};
// Texture matrix
CachedVertexShaderSetting<float, 16> m_texture;
CachedVertexShaderSetting<float, 16> m_texture{"mTexture"};
public:
MainShaderConstantSetter() :
m_world_view_proj("mWorldViewProj")
, m_world("mWorld")
, m_shadow_view_proj("m_ShadowViewProj")
, m_light_direction("v_LightDirection")
, m_texture_res("f_textureresolution")
, m_shadow_strength("f_shadow_strength")
, m_time_of_day("f_timeofday")
, m_shadowfar("f_shadowfar")
, m_camera_pos("CameraPos")
, m_shadow_texture("ShadowMapSampler")
, m_perspective_bias0_vertex("xyPerspectiveBias0")
, m_perspective_bias0_pixel("xyPerspectiveBias0")
, m_perspective_bias1_vertex("xyPerspectiveBias1")
, m_perspective_bias1_pixel("xyPerspectiveBias1")
, m_perspective_zbias_vertex("zPerspectiveBias")
, m_perspective_zbias_pixel("zPerspectiveBias")
, m_world_view("mWorldView")
, m_texture("mTexture")
{}
~MainShaderConstantSetter() = default;
virtual void onSetConstants(video::IMaterialRendererServices *services) override