From 2ab8ca293f9548238b22d96d4fd88ec93d6b2431 Mon Sep 17 00:00:00 2001 From: HampusM Date: Sun, 19 May 2024 17:47:37 +0200 Subject: refactor(engine): make Material non-exhaustive & fields public --- engine/src/renderer/mod.rs | 20 +++++++++----------- 1 file changed, 9 insertions(+), 11 deletions(-) (limited to 'engine/src/renderer/mod.rs') 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); } -- cgit v1.2.3-18-g5258