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use ecs::Component;
use crate::texture::Id as TextureId;
#[derive(Debug, Clone, Component)]
pub struct Material
{
ambient_map: TextureId,
diffuse_map: TextureId,
specular_map: TextureId,
shininess: f32,
}
impl Material
{
#[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 shininess(&self) -> f32
{
self.shininess
}
}
/// [`Material`] builder.
#[derive(Debug, Clone)]
pub struct Builder
{
ambient_map: Option<TextureId>,
diffuse_map: Option<TextureId>,
specular_map: Option<TextureId>,
shininess: f32,
}
impl Builder
{
#[must_use]
pub fn new() -> Self
{
Self {
ambient_map: None,
diffuse_map: None,
specular_map: None,
shininess: 32.0,
}
}
#[must_use]
pub fn ambient_map(mut self, ambient_map: TextureId) -> Self
{
self.ambient_map = Some(ambient_map);
self
}
#[must_use]
pub fn diffuse_map(mut self, diffuse_map: TextureId) -> Self
{
self.diffuse_map = Some(diffuse_map);
self
}
#[must_use]
pub fn specular_map(mut self, specular_map: TextureId) -> Self
{
self.specular_map = Some(specular_map);
self
}
#[must_use]
pub fn shininess(mut self, shininess: f32) -> Self
{
self.shininess = shininess;
self
}
/// Builds a new [`Material`].
///
/// # Panics
/// Will panic if no ambient map, diffuse map or specular map is set.
#[must_use]
pub fn build(&self) -> Material
{
Material {
ambient_map: self.ambient_map.unwrap(),
diffuse_map: self.diffuse_map.unwrap(),
specular_map: self.specular_map.unwrap(),
shininess: self.shininess,
}
}
}
impl Default for Builder
{
fn default() -> Self
{
Self::new()
}
}
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