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-rw-r--r--engine/src/material.rs68
-rw-r--r--engine/src/renderer/mod.rs20
2 files changed, 18 insertions, 70 deletions
diff --git a/engine/src/material.rs b/engine/src/material.rs
index f71cee5..5e360cd 100644
--- a/engine/src/material.rs
+++ b/engine/src/material.rs
@@ -5,67 +5,17 @@ use crate::data_types::dimens::Dimens;
use crate::texture::{Id as TextureId, Texture};
#[derive(Debug, Clone, Component)]
+#[non_exhaustive]
pub struct Material
{
- ambient: Color<f32>,
- diffuse: Color<f32>,
- specular: Color<f32>,
- ambient_map: TextureId,
- diffuse_map: TextureId,
- specular_map: TextureId,
- textures: Vec<Texture>,
- shininess: f32,
-}
-
-impl Material
-{
- #[must_use]
- pub fn ambient(&self) -> &Color<f32>
- {
- &self.ambient
- }
-
- #[must_use]
- pub fn diffuse(&self) -> &Color<f32>
- {
- &self.diffuse
- }
-
- #[must_use]
- pub fn specular(&self) -> &Color<f32>
- {
- &self.specular
- }
-
- #[must_use]
- pub fn ambient_map(&self) -> &TextureId
- {
- &self.ambient_map
- }
-
- #[must_use]
- pub fn diffuse_map(&self) -> &TextureId
- {
- &self.diffuse_map
- }
-
- #[must_use]
- pub fn specular_map(&self) -> &TextureId
- {
- &self.specular_map
- }
-
- #[must_use]
- pub fn textures(&self) -> &[Texture]
- {
- &self.textures
- }
-
- #[must_use]
- pub fn shininess(&self) -> f32
- {
- self.shininess
- }
+ pub ambient: Color<f32>,
+ pub diffuse: Color<f32>,
+ pub specular: Color<f32>,
+ pub ambient_map: TextureId,
+ pub diffuse_map: TextureId,
+ pub specular_map: TextureId,
+ pub textures: Vec<Texture>,
+ pub shininess: f32,
}
/// [`Material`] builder.
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);
}