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https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Rename SMaterial::TextureLayer -> SMaterial::TextureLayers
It's not the "texture layer" of the material, but an array of texture layers.
This commit is contained in:
@ -303,7 +303,7 @@ namespace video
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{ }
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//! Texture layer array.
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SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
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SMaterialLayer TextureLayers[MATERIAL_MAX_TEXTURES];
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//! Type of the material. Specifies how everything is blended together
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E_MATERIAL_TYPE MaterialType;
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@ -465,7 +465,7 @@ namespace video
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template <typename F>
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void forEachTexture(F &&fn) {
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
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fn(TextureLayer[i]);
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fn(TextureLayers[i]);
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}
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}
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@ -474,7 +474,7 @@ namespace video
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\return Texture matrix for texture level i. */
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core::matrix4& getTextureMatrix(u32 i)
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{
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return TextureLayer[i].getTextureMatrix();
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return TextureLayers[i].getTextureMatrix();
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}
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//! Gets the immutable texture transformation matrix for level i
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@ -483,7 +483,7 @@ namespace video
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const core::matrix4& getTextureMatrix(u32 i) const
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{
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if (i<MATERIAL_MAX_TEXTURES)
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return TextureLayer[i].getTextureMatrix();
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return TextureLayers[i].getTextureMatrix();
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else
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return core::IdentityMatrix;
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}
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@ -495,7 +495,7 @@ namespace video
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{
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if (i>=MATERIAL_MAX_TEXTURES)
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return;
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TextureLayer[i].setTextureMatrix(mat);
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TextureLayers[i].setTextureMatrix(mat);
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}
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//! Gets the i-th texture
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@ -503,7 +503,7 @@ namespace video
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\return Texture for texture level i, if defined, else 0. */
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ITexture* getTexture(u32 i) const
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{
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return i < MATERIAL_MAX_TEXTURES ? TextureLayer[i].Texture : 0;
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return i < MATERIAL_MAX_TEXTURES ? TextureLayers[i].Texture : 0;
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}
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//! Sets the i-th texture
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@ -514,7 +514,7 @@ namespace video
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{
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if (i>=MATERIAL_MAX_TEXTURES)
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return;
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TextureLayer[i].Texture = tex;
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TextureLayers[i].Texture = tex;
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}
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//! Inequality operator
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@ -554,7 +554,7 @@ namespace video
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;
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for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
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{
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different |= (TextureLayer[i] != b.TextureLayer[i]);
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different |= (TextureLayers[i] != b.TextureLayers[i]);
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}
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return different;
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}
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@ -109,7 +109,7 @@ namespace video
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{
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].MinFilter = Material.TextureLayer[i].MinFilter;
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material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
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}
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}
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break;
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@ -118,7 +118,7 @@ namespace video
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{
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].MagFilter = Material.TextureLayer[i].MagFilter;
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material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
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}
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}
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break;
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@ -127,7 +127,7 @@ namespace video
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{
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].AnisotropicFilter = Material.TextureLayer[i].AnisotropicFilter;
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material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
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}
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}
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break;
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@ -138,9 +138,9 @@ namespace video
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{
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].TextureWrapU = Material.TextureLayer[i].TextureWrapU;
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material.TextureLayer[i].TextureWrapV = Material.TextureLayer[i].TextureWrapV;
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material.TextureLayer[i].TextureWrapW = Material.TextureLayer[i].TextureWrapW;
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material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
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material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
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material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
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}
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}
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break;
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@ -163,11 +163,11 @@ namespace video
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{
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if ( EnableLayers[i] )
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{
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material.TextureLayer[i] = Material.TextureLayer[i];
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material.TextureLayers[i] = Material.TextureLayers[i];
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}
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else if ( EnableTextures[i] )
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{
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material.TextureLayer[i].Texture = Material.TextureLayer[i].Texture;
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material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
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}
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}
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}
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