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:
Gregor Parzefall
2023-06-24 15:18:06 +02:00
committed by sfan5
parent c0ef1092c0
commit c40045a40a
11 changed files with 107 additions and 107 deletions

View File

@ -264,7 +264,7 @@ COGLES2Driver::~COGLES2Driver()
bool COGLES2Driver::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
{
Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
Material.TextureLayers[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
return CacheHandler->getTextureCache().set(0, texture);
}
@ -1696,9 +1696,9 @@ COGLES2Driver::~COGLES2Driver()
if (resetAllRenderstates)
tmpTexture->getStatesCache().IsCached = false;
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].MagFilter != tmpTexture->getStatesCache().MagFilter)
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].MagFilter != tmpTexture->getStatesCache().MagFilter)
{
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayer[i].MagFilter;
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayers[i].MagFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
magFilter == ETMAGF_BILINEAR ? GL_LINEAR : GL_NEAREST);
@ -1707,10 +1707,10 @@ COGLES2Driver::~COGLES2Driver()
if (material.UseMipMaps && tmpTexture->hasMipMaps())
{
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].MinFilter != tmpTexture->getStatesCache().MinFilter ||
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].MinFilter != tmpTexture->getStatesCache().MinFilter ||
!tmpTexture->getStatesCache().MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
minFilter == ETMINF_TRILINEAR ? GL_LINEAR_MIPMAP_LINEAR :
minFilter == ETMINF_BILINEAR ? GL_LINEAR_MIPMAP_NEAREST :
@ -1722,10 +1722,10 @@ COGLES2Driver::~COGLES2Driver()
}
else
{
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].MinFilter != tmpTexture->getStatesCache().MinFilter ||
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].MinFilter != tmpTexture->getStatesCache().MinFilter ||
tmpTexture->getStatesCache().MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
(minFilter == ETMINF_TRILINEAR || minFilter == ETMINF_BILINEAR) ? GL_LINEAR : GL_NEAREST);
@ -1736,25 +1736,25 @@ COGLES2Driver::~COGLES2Driver()
#ifdef GL_EXT_texture_filter_anisotropic
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
(!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
(!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
{
glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
material.TextureLayers[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayers[i].AnisotropicFilter) : 1);
tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayers[i].AnisotropicFilter;
}
#endif
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
{
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayers[i].TextureWrapU));
tmpTexture->getStatesCache().WrapU = material.TextureLayers[i].TextureWrapU;
}
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
if (!tmpTexture->getStatesCache().IsCached || material.TextureLayers[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
{
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayers[i].TextureWrapV));
tmpTexture->getStatesCache().WrapV = material.TextureLayers[i].TextureWrapV;
}
tmpTexture->getStatesCache().IsCached = true;