Replace fixed C arrays with wrapper class in public interface

* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
  ShaderValue.
This commit is contained in:
baldurk
2020-12-09 18:16:08 +00:00
parent 580f96c8a1
commit 7ff7e0a71d
66 changed files with 1833 additions and 1459 deletions
+8 -8
View File
@@ -1668,8 +1668,8 @@ void TextureViewer::UI_UpdateChannels()
m_TexDisplay.hdrMultiplier = -1.0f;
if(m_TexDisplay.customShaderId != ResourceId())
{
memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
UI_UpdateStatusText();
}
m_TexDisplay.customShaderId = ResourceId();
@@ -1707,8 +1707,8 @@ void TextureViewer::UI_UpdateChannels()
m_TexDisplay.hdrMultiplier = -1.0f;
if(m_TexDisplay.customShaderId != ResourceId())
{
memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
UI_UpdateStatusText();
}
m_TexDisplay.customShaderId = ResourceId();
@@ -1748,8 +1748,8 @@ void TextureViewer::UI_UpdateChannels()
m_TexDisplay.hdrMultiplier = mul;
if(m_TexDisplay.customShaderId != ResourceId())
{
memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
UI_UpdateStatusText();
}
m_TexDisplay.customShaderId = ResourceId();
@@ -1787,8 +1787,8 @@ void TextureViewer::UI_UpdateChannels()
{
if(m_TexDisplay.customShaderId == ResourceId())
{
memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
UI_UpdateStatusText();
}
m_TexDisplay.customShaderId = m_CustomShaders[shaderName];