Make use of the new EnumMap class

This commit is contained in:
SirLynix
2023-05-30 12:32:37 +02:00
parent d914f41404
commit dfe6b2ddcf
46 changed files with 354 additions and 379 deletions

View File

@@ -86,25 +86,25 @@ namespace Nz
// TODO: Ensure structs layout is what's expected
if (auto it = block->uniformBlocks.find("InstanceData"); it != block->uniformBlocks.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::InstanceDataUbo)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::InstanceDataUbo] = it->second.bindingIndex;
if (auto it = block->uniformBlocks.find("LightData"); it != block->uniformBlocks.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::LightDataUbo)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::LightDataUbo] = it->second.bindingIndex;
if (auto it = block->uniformBlocks.find("ViewerData"); it != block->uniformBlocks.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::ViewerDataUbo)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::ViewerDataUbo] = it->second.bindingIndex;
if (auto it = block->samplers.find("ShadowMaps2D"); it != block->samplers.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::Shadowmap2D)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::Shadowmap2D] = it->second.bindingIndex;
if (auto it = block->samplers.find("ShadowMapsCube"); it != block->samplers.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::ShadowmapCube)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::ShadowmapCube] = it->second.bindingIndex;
if (auto it = block->uniformBlocks.find("SkeletalData"); it != block->uniformBlocks.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::SkeletalDataUbo)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::SkeletalDataUbo] = it->second.bindingIndex;
if (auto it = block->samplers.find("TextureOverlay"); it != block->samplers.end())
m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::OverlayTexture)] = it->second.bindingIndex;
m_engineShaderBindings[EngineShaderBinding::OverlayTexture] = it->second.bindingIndex;
}
for (const auto& handlerPtr : m_settings.GetPropertyHandlers())