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

@ -2673,24 +2673,24 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
#ifdef GL_VERSION_2_1
if (Version >= 201)
{
if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
if (!statesCache.IsCached || material.TextureLayers[i].LODBias != statesCache.LODBias)
{
if (material.TextureLayer[i].LODBias)
if (material.TextureLayers[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
const float tmp = core::clamp(material.TextureLayers[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
}
else
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
statesCache.LODBias = material.TextureLayer[i].LODBias;
statesCache.LODBias = material.TextureLayers[i].LODBias;
}
}
else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
if (material.TextureLayers[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
const float tmp = core::clamp(material.TextureLayers[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
@ -2699,9 +2699,9 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
#elif defined(GL_EXT_texture_lod_bias)
if (FeatureAvailable[IRR_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
if (material.TextureLayers[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
const float tmp = core::clamp(material.TextureLayers[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
@ -2709,9 +2709,9 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].MagFilter != statesCache.MagFilter)
if (!statesCache.IsCached || material.TextureLayers[i].MagFilter != statesCache.MagFilter)
{
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayer[i].MagFilter;
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayers[i].MagFilter;
glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
magFilter == ETMAGF_BILINEAR ? GL_LINEAR : GL_NEAREST);
@ -2720,10 +2720,10 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
if (material.UseMipMaps && tmpTexture->hasMipMaps())
{
if (!statesCache.IsCached || material.TextureLayer[i].MinFilter != statesCache.MinFilter ||
if (!statesCache.IsCached || material.TextureLayers[i].MinFilter != statesCache.MinFilter ||
!statesCache.MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
minFilter == ETMINF_TRILINEAR ? GL_LINEAR_MIPMAP_LINEAR :
minFilter == ETMINF_BILINEAR ? GL_LINEAR_MIPMAP_NEAREST :
@ -2735,10 +2735,10 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
}
else
{
if (!statesCache.IsCached || material.TextureLayer[i].MinFilter != statesCache.MinFilter ||
if (!statesCache.IsCached || material.TextureLayers[i].MinFilter != statesCache.MinFilter ||
statesCache.MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
(minFilter == ETMINF_TRILINEAR || minFilter == ETMINF_BILINEAR) ? GL_LINEAR : GL_NEAREST);
@ -2749,31 +2749,31 @@ void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool reset
#ifdef GL_EXT_texture_filter_anisotropic
if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
(!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
(!statesCache.IsCached || material.TextureLayers[i].AnisotropicFilter != statesCache.AnisotropicFilter))
{
glTexParameteri(tmpType, 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);
statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
statesCache.AnisotropicFilter = material.TextureLayers[i].AnisotropicFilter;
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapU != statesCache.WrapU)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayers[i].TextureWrapU));
statesCache.WrapU = material.TextureLayers[i].TextureWrapU;
}
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapV != statesCache.WrapV)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayers[i].TextureWrapV));
statesCache.WrapV = material.TextureLayers[i].TextureWrapV;
}
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapW != statesCache.WrapW)
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapW != statesCache.WrapW)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayer[i].TextureWrapW));
statesCache.WrapW = material.TextureLayer[i].TextureWrapW;
glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayers[i].TextureWrapW));
statesCache.WrapW = material.TextureLayers[i].TextureWrapW;
}
statesCache.IsCached = true;