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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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@ -39,16 +39,12 @@ private:
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class shadowScreenQuadCB : public video::IShaderConstantSetCallBack
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{
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public:
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shadowScreenQuadCB() :
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m_sm_client_map_setting("ShadowMapClientMap"),
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m_sm_client_map_trans_setting("ShadowMapClientMapTraslucent"),
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m_sm_dynamic_sampler_setting("ShadowMapSamplerdynamic")
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{}
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virtual void OnSetConstants(video::IMaterialRendererServices *services,
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s32 userData);
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private:
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CachedPixelShaderSetting<s32> m_sm_client_map_setting;
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CachedPixelShaderSetting<s32> m_sm_client_map_trans_setting;
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CachedPixelShaderSetting<s32> m_sm_dynamic_sampler_setting;
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CachedPixelShaderSetting<s32> m_sm_client_map_setting{"ShadowMapClientMap"};
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CachedPixelShaderSetting<s32>
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m_sm_client_map_trans_setting{"ShadowMapClientMapTraslucent"};
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CachedPixelShaderSetting<s32>
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m_sm_dynamic_sampler_setting{"ShadowMapSamplerdynamic"};
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};
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@ -26,17 +26,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
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{
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public:
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ShadowDepthShaderCB() :
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m_light_mvp_setting("LightMVP"),
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m_map_resolution_setting("MapResolution"),
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m_max_far_setting("MaxFar"),
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m_color_map_sampler_setting("ColorMapSampler"),
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m_perspective_bias0("xyPerspectiveBias0"),
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m_perspective_bias1("xyPerspectiveBias1"),
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m_perspective_zbias("zPerspectiveBias"),
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m_cam_pos_setting("CameraPos")
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{}
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void OnSetMaterial(const video::SMaterial &material) override {}
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void OnSetConstants(video::IMaterialRendererServices *services,
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@ -47,12 +36,13 @@ public:
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v3f CameraPos;
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private:
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CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
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CachedVertexShaderSetting<f32> m_map_resolution_setting;
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CachedVertexShaderSetting<f32> m_max_far_setting;
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CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
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CachedVertexShaderSetting<f32> m_perspective_bias0;
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CachedVertexShaderSetting<f32> m_perspective_bias1;
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CachedVertexShaderSetting<f32> m_perspective_zbias;
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CachedVertexShaderSetting<f32, 4> m_cam_pos_setting;
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CachedVertexShaderSetting<f32, 16> m_light_mvp_setting{"LightMVP"};
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CachedVertexShaderSetting<f32> m_map_resolution_setting{"MapResolution"};
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CachedVertexShaderSetting<f32> m_max_far_setting{"MaxFar"};
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CachedPixelShaderSetting<s32>
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m_color_map_sampler_setting{"ColorMapSampler"};
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CachedVertexShaderSetting<f32> m_perspective_bias0{"xyPerspectiveBias0"};
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CachedVertexShaderSetting<f32> m_perspective_bias1{"xyPerspectiveBias1"};
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CachedVertexShaderSetting<f32> m_perspective_zbias{"zPerspectiveBias"};
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CachedVertexShaderSetting<f32, 4> m_cam_pos_setting{"CameraPos"};
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};
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