const char* BlendShapes::WEIGHTS_UNIFORM("uBlendShapeWeight");
-void BlendShapes::ConfigureProperties(const BlendShapeData& data, Shader shader)
+void BlendShapes::ConfigureProperties(const BlendShapeData& data, Renderer renderer)
{
- unsigned int index = 0u;
+ uint32_t index = 0u;
char weightNameBuffer[32];
char unnormalizeFactorNameBuffer[64];
actor.RegisterProperty(weightName, weight);
}
- if(shader && data.version == Version::VERSION_1_0)
+ if(renderer && data.version == Version::VERSION_1_0)
{
snprintf(pFactorName, sizeof(unnormalizeFactorNameBuffer) - (pFactorName - unnormalizeFactorNameBuffer), "[%d]", index);
std::string factorName{unnormalizeFactorNameBuffer};
- shader.RegisterProperty(factorName, data.unnormalizeFactors[index]);
+ renderer.RegisterProperty(factorName, data.unnormalizeFactors[index]);
}
++index;
}
- if(shader)
+ if(renderer)
{
if(Version::VERSION_2_0 == data.version)
{
- shader.RegisterProperty(UNNORMALIZE_FACTOR, data.unnormalizeFactors[0u]);
+ renderer.RegisterProperty(UNNORMALIZE_FACTOR, data.unnormalizeFactors[0u]);
}
- shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
- shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(data.bufferOffset)));
+ renderer.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<int32_t>(index)));
+ renderer.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<int32_t>(data.bufferOffset)));
// Create a read only property to preserve the components of the blend shape.
- shader.RegisterProperty(COMPONENTS, data.components, Property::AccessMode::READ_ONLY);
+ renderer.RegisterProperty(COMPONENTS, data.components, Property::AccessMode::READ_ONLY);
}
}