Fix const-correctness in dictionary iterator access
This commit is contained in:
@@ -2142,7 +2142,7 @@ const Variant& VisualScript::GetScriptInstanceParameterValue(const StringView& n
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return Variant::Null;
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return Variant::Null;
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}
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}
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void VisualScript::SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, const Variant& value) const
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void VisualScript::SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, const Variant& value)
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{
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{
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CHECK(instance);
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CHECK(instance);
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for (int32 paramIndex = 0; paramIndex < Graph.Parameters.Count(); paramIndex++)
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for (int32 paramIndex = 0; paramIndex < Graph.Parameters.Count(); paramIndex++)
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@@ -2163,7 +2163,7 @@ void VisualScript::SetScriptInstanceParameterValue(const StringView& name, Scrip
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LOG(Warning, "Failed to set {0} parameter '{1}'", ToString(), name);
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LOG(Warning, "Failed to set {0} parameter '{1}'", ToString(), name);
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}
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}
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void VisualScript::SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, Variant&& value) const
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void VisualScript::SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, Variant&& value)
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{
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{
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CHECK(instance);
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CHECK(instance);
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for (int32 paramIndex = 0; paramIndex < Graph.Parameters.Count(); paramIndex++)
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for (int32 paramIndex = 0; paramIndex < Graph.Parameters.Count(); paramIndex++)
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@@ -217,7 +217,7 @@ public:
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/// <param name="name">The parameter name.</param>
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/// <param name="name">The parameter name.</param>
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/// <param name="instance">The object instance.</param>
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/// <param name="instance">The object instance.</param>
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/// <param name="value">The property value to set.</param>
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/// <param name="value">The property value to set.</param>
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API_FUNCTION() void SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, const Variant& value) const;
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API_FUNCTION() void SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, const Variant& value);
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/// <summary>
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/// <summary>
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/// Sets the value of the Visual Script parameter of the given instance.
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/// Sets the value of the Visual Script parameter of the given instance.
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@@ -225,7 +225,7 @@ public:
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/// <param name="name">The parameter name.</param>
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/// <param name="name">The parameter name.</param>
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/// <param name="instance">The object instance.</param>
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/// <param name="instance">The object instance.</param>
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/// <param name="value">The property value to set.</param>
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/// <param name="value">The property value to set.</param>
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void SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, Variant&& value) const;
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void SetScriptInstanceParameterValue(const StringView& name, ScriptingObject* instance, Variant&& value);
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/// <summary>
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/// <summary>
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/// Tries to find the method matching the given properties. Doesn't check base classes but just this script.
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/// Tries to find the method matching the given properties. Doesn't check base classes but just this script.
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@@ -72,7 +72,7 @@ struct ShadowAtlasLightTile
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Matrix WorldToShadow;
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Matrix WorldToShadow;
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float FramesToUpdate; // Amount of frames (with fraction) until the next shadow update can happen
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float FramesToUpdate; // Amount of frames (with fraction) until the next shadow update can happen
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bool SkipUpdate;
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bool SkipUpdate;
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bool HasStaticGeometry;
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mutable bool HasStaticGeometry;
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Viewport CachedViewport; // The viewport used the last time to render shadow to the atlas
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Viewport CachedViewport; // The viewport used the last time to render shadow to the atlas
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void FreeDynamic(ShadowsCustomBuffer* buffer);
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void FreeDynamic(ShadowsCustomBuffer* buffer);
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@@ -190,7 +190,7 @@ struct ShadowAtlasLight
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uint8 TilesNeeded;
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uint8 TilesNeeded;
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uint8 TilesCount;
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uint8 TilesCount;
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bool HasStaticShadowContext;
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bool HasStaticShadowContext;
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StaticStates StaticState;
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mutable StaticStates StaticState;
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BoundingSphere Bounds;
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BoundingSphere Bounds;
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float Sharpness, Fade, NormalOffsetScale, Bias, FadeDistance, Distance, TileBorder;
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float Sharpness, Fade, NormalOffsetScale, Bias, FadeDistance, Distance, TileBorder;
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Float4 CascadeSplits;
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Float4 CascadeSplits;
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@@ -1393,7 +1393,7 @@ void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch)
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bool renderedAny = false;
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bool renderedAny = false;
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for (auto& e : shadows.Lights)
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for (auto& e : shadows.Lights)
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{
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{
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ShadowAtlasLight& atlasLight = e.Value;
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const ShadowAtlasLight& atlasLight = e.Value;
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if (!atlasLight.HasStaticShadowContext || atlasLight.ContextCount == 0)
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if (!atlasLight.HasStaticShadowContext || atlasLight.ContextCount == 0)
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continue;
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continue;
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int32 contextIndex = 0;
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int32 contextIndex = 0;
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@@ -1403,7 +1403,7 @@ void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch)
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// Check for any static geometry to use in static shadow map
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// Check for any static geometry to use in static shadow map
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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{
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{
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ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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const ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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contextIndex++; // Skip dynamic context
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contextIndex++; // Skip dynamic context
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auto& shadowContextStatic = renderContextBatch.Contexts[atlasLight.ContextIndex + contextIndex++];
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auto& shadowContextStatic = renderContextBatch.Contexts[atlasLight.ContextIndex + contextIndex++];
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if (!shadowContextStatic.List->DrawCallsLists[(int32)DrawCallsListType::Depth].IsEmpty() || !shadowContextStatic.List->ShadowDepthDrawCallsList.IsEmpty())
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if (!shadowContextStatic.List->DrawCallsLists[(int32)DrawCallsListType::Depth].IsEmpty() || !shadowContextStatic.List->ShadowDepthDrawCallsList.IsEmpty())
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@@ -1419,7 +1419,7 @@ void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch)
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contextIndex = 0;
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contextIndex = 0;
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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{
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{
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ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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const ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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if (!tile.RectTile)
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if (!tile.RectTile)
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break;
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break;
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if (!tile.StaticRectTile)
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if (!tile.StaticRectTile)
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@@ -1472,13 +1472,13 @@ void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch)
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context->SetRenderTarget(shadows.ShadowMapAtlas->View(), (GPUTextureView*)nullptr);
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context->SetRenderTarget(shadows.ShadowMapAtlas->View(), (GPUTextureView*)nullptr);
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for (auto& e : shadows.Lights)
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for (auto& e : shadows.Lights)
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{
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{
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ShadowAtlasLight& atlasLight = e.Value;
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const ShadowAtlasLight& atlasLight = e.Value;
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if (atlasLight.ContextCount == 0)
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if (atlasLight.ContextCount == 0)
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continue;
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continue;
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int32 contextIndex = 0;
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int32 contextIndex = 0;
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++)
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{
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{
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ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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const ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex];
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if (!tile.RectTile)
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if (!tile.RectTile)
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break;
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break;
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if (tile.SkipUpdate)
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if (tile.SkipUpdate)
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