opengl.texture_set: Rid obsolete 'enable' procedure.

This commit is contained in:
Rod Kay
2025-09-19 11:27:11 +10:00
parent 8bbb6e496e
commit 049793a64c
2 changed files with 122 additions and 122 deletions

View File

@@ -138,122 +138,122 @@ is
procedure enable (the_Textures : in out Item;
Program : in openGL.Program.view)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
if not the_Textures.initialised
then
for i in 1 .. the_Textures.Count
loop
declare
use ada.Strings,
ada.Strings.fixed;
Id : constant texture_Id := texture_Id (i);
begin
null;
-- declare
-- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
-- begin
-- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- end;
-- declare
-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- begin
-- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- end;
end;
end loop;
the_Textures.Initialised := True;
end if;
for i in 1 .. the_Textures.Count
loop
declare
use GL.lean;
use type GL.GLint;
type texture_Units is array (texture_Id) of GLenum;
all_texture_Units : constant texture_Units := (GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3,
GL_TEXTURE4,
GL_TEXTURE5,
GL_TEXTURE6,
GL_TEXTURE7,
GL_TEXTURE8,
GL_TEXTURE9,
GL_TEXTURE10,
GL_TEXTURE11,
GL_TEXTURE12,
GL_TEXTURE13,
GL_TEXTURE14,
GL_TEXTURE15,
GL_TEXTURE16,
GL_TEXTURE17,
GL_TEXTURE18,
GL_TEXTURE19,
GL_TEXTURE20,
GL_TEXTURE21,
GL_TEXTURE22,
GL_TEXTURE23,
GL_TEXTURE24,
GL_TEXTURE25,
GL_TEXTURE26,
GL_TEXTURE27,
GL_TEXTURE28,
GL_TEXTURE29,
GL_TEXTURE30,
GL_TEXTURE31);
Id : constant texture_Id := texture_Id (i);
begin
null;
-- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
-- GLint (i) - 1);
-- glActiveTexture (all_texture_Units (Id));
-- glBindTexture (GL_TEXTURE_2D,
-- the_Textures.Textures (Id).Object.Name);
end;
-- declare
-- use ada.Strings,
-- ada.Strings.fixed;
--
-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
-- Id : constant texture_Id := texture_Id (i);
-- begin
-- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image);
--
-- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
-- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
-- null;
-- end;
end loop;
-- declare
-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
-- begin
-- the_texture_count_Uniform.Value_is (the_Textures.Count);
-- end;
end enable;
-- procedure enable (the_Textures : in out Item;
-- Program : in openGL.Program.view)
-- is
-- use GL,
-- GL.Binding,
-- openGL.Texture;
--
-- begin
-- Tasks.check;
--
-- if not the_Textures.initialised
-- then
-- for i in 1 .. the_Textures.Count
-- loop
-- declare
-- use ada.Strings,
-- ada.Strings.fixed;
--
-- Id : constant texture_Id := texture_Id (i);
-- begin
-- null;
--
-- -- declare
-- -- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
-- -- begin
-- -- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- -- end;
--
-- -- declare
-- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- -- begin
-- -- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- -- end;
-- end;
-- end loop;
--
-- the_Textures.Initialised := True;
-- end if;
--
--
-- for i in 1 .. the_Textures.Count
-- loop
-- declare
-- use GL.lean;
--
-- use type GL.GLint;
--
-- type texture_Units is array (texture_Id) of GLenum;
--
-- all_texture_Units : constant texture_Units := (GL_TEXTURE0,
-- GL_TEXTURE1,
-- GL_TEXTURE2,
-- GL_TEXTURE3,
-- GL_TEXTURE4,
-- GL_TEXTURE5,
-- GL_TEXTURE6,
-- GL_TEXTURE7,
-- GL_TEXTURE8,
-- GL_TEXTURE9,
-- GL_TEXTURE10,
-- GL_TEXTURE11,
-- GL_TEXTURE12,
-- GL_TEXTURE13,
-- GL_TEXTURE14,
-- GL_TEXTURE15,
-- GL_TEXTURE16,
-- GL_TEXTURE17,
-- GL_TEXTURE18,
-- GL_TEXTURE19,
-- GL_TEXTURE20,
-- GL_TEXTURE21,
-- GL_TEXTURE22,
-- GL_TEXTURE23,
-- GL_TEXTURE24,
-- GL_TEXTURE25,
-- GL_TEXTURE26,
-- GL_TEXTURE27,
-- GL_TEXTURE28,
-- GL_TEXTURE29,
-- GL_TEXTURE30,
-- GL_TEXTURE31);
--
-- Id : constant texture_Id := texture_Id (i);
-- begin
-- null;
-- -- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
-- -- GLint (i) - 1);
-- -- glActiveTexture (all_texture_Units (Id));
-- -- glBindTexture (GL_TEXTURE_2D,
-- -- the_Textures.Textures (Id).Object.Name);
-- end;
--
--
-- -- declare
-- -- use ada.Strings,
-- -- ada.Strings.fixed;
-- --
-- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- -- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
-- -- Id : constant texture_Id := texture_Id (i);
-- -- begin
-- -- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image);
-- --
-- -- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
-- -- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
-- -- null;
-- -- end;
-- end loop;
--
--
-- -- declare
-- -- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
-- -- begin
-- -- the_texture_count_Uniform.Value_is (the_Textures.Count);
-- -- end;
-- end enable;

View File

@@ -127,16 +127,16 @@ is
initialised : Boolean := False;
end record;
procedure enable (the_Textures : in out Item;
Program : in openGL.Program.view);
-- procedure enable (the_Textures : in out Item;
-- Program : in openGL.Program.view);
procedure Texture_is (in_Set : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
function Texture (in_Set : in Item; Which : texture_ID) return openGL.Texture.Object;
procedure Texture_is (in_Set : in out Item; Which : texture_ID := 1; Now : in openGL.Texture.Object);
function Texture (in_Set : in Item; Which : texture_ID := 1) return openGL.Texture.Object;
procedure Texture_is (in_Set : in out Item; Now : in openGL.Texture.Object);
function Texture (in_Set : in Item) return openGL.Texture.Object;
-- procedure Texture_is (in_Set : in out Item; Now : in openGL.Texture.Object);
-- function Texture (in_Set : in Item) return openGL.Texture.Object;