diff options
| author | HampusM <hampus@hampusmat.com> | 2024-05-19 17:47:37 +0200 | 
|---|---|---|
| committer | HampusM <hampus@hampusmat.com> | 2024-05-19 21:15:49 +0200 | 
| commit | 2ab8ca293f9548238b22d96d4fd88ec93d6b2431 (patch) | |
| tree | f9e5e5ab06b540493431c602e22a6fbd0526f52b /engine/src/renderer/mod.rs | |
| parent | 46dced7a770783f81c651371e0e42eebce292343 (diff) | |
refactor(engine): make Material non-exhaustive & fields public
Diffstat (limited to 'engine/src/renderer/mod.rs')
| -rw-r--r-- | engine/src/renderer/mod.rs | 20 | 
1 files changed, 9 insertions, 11 deletions
| diff --git a/engine/src/renderer/mod.rs b/engine/src/renderer/mod.rs index e32f308..2035a3c 100644 --- a/engine/src/renderer/mod.rs +++ b/engine/src/renderer/mod.rs @@ -149,7 +149,7 @@ fn render(              &camera,          ); -        for texture in material.textures() { +        for texture in &material.textures {              let gl_texture = gl_textures                  .entry(texture.id())                  .or_insert_with(|| create_gl_texture(texture)); @@ -388,39 +388,37 @@ fn apply_light(      gl_shader_program.set_uniform_vec_3fv(          cstr!("material.ambient"), -        &(material.ambient().clone() + global_light.ambient_offset.clone()).into(), +        &(material.ambient.clone() + global_light.ambient_offset.clone()).into(),      ); -    gl_shader_program.set_uniform_vec_3fv( -        cstr!("material.diffuse"), -        &material.diffuse().clone().into(), -    ); +    gl_shader_program +        .set_uniform_vec_3fv(cstr!("material.diffuse"), &material.diffuse.clone().into());      #[allow(clippy::cast_possible_wrap)]      gl_shader_program.set_uniform_vec_3fv(          cstr!("material.specular"), -        &material.specular().clone().into(), +        &material.specular.clone().into(),      );      #[allow(clippy::cast_possible_wrap)]      gl_shader_program.set_uniform_1i(          cstr!("material.ambient_map"), -        material.ambient_map().into_inner() as i32, +        material.ambient_map.into_inner() as i32,      );      #[allow(clippy::cast_possible_wrap)]      gl_shader_program.set_uniform_1i(          cstr!("material.diffuse_map"), -        material.diffuse_map().into_inner() as i32, +        material.diffuse_map.into_inner() as i32,      );      #[allow(clippy::cast_possible_wrap)]      gl_shader_program.set_uniform_1i(          cstr!("material.specular_map"), -        material.specular_map().into_inner() as i32, +        material.specular_map.into_inner() as i32,      ); -    gl_shader_program.set_uniform_1fv(cstr!("material.shininess"), material.shininess()); +    gl_shader_program.set_uniform_1fv(cstr!("material.shininess"), material.shininess);      gl_shader_program.set_uniform_vec_3fv(cstr!("view_pos"), &camera.position);  } | 
