opengl.geometry: Add/use texturing support.
This commit is contained in:
@@ -267,14 +267,14 @@ is
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in fade_Level)
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level)
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is
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begin
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Self.Textures.Textures (Which).Fade := Now;
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end Fade_is;
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function Fade (Self : in Item; Which : texture_ID) return fade_Level
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level
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is
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begin
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return Self.Textures.Textures (Which).Fade;
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@@ -284,8 +284,9 @@ is
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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Which => Which,
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@@ -294,29 +295,31 @@ is
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return Texture (in_Set => Self.Textures,
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Which => Which);
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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Which => Which);
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end Texture;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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is
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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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Now => Now);
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end Texture_is;
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object
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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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return Texture (in_Set => Self.Textures,
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Which => 1);
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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Which => 1);
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end Texture;
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@@ -324,80 +327,9 @@ is
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overriding
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procedure enable_Texture (Self : in out Item)
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is
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-- check_is_OK : constant Boolean := openGL.Tasks.Check
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-- with unreferenced;
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use openGL.Geometry.texturing;
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begin
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enable (Self.Textures, Self.Program);
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-- Tasks.check;
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-- for i in 1 .. Self.Textures.Count
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-- loop
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-- declare
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-- use ada.Strings,
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-- ada.Strings.fixed;
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--
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-- use type GL.GLint;
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--
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-- -- "bone_Matrices[" & Trim (Integer'Image (i - 1), Left) & "]");
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--
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-- type texture_Units is array (texture_Id) of GLenum;
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-- all_texture_Units : constant texture_Units := (GL_TEXTURE0,
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-- GL_TEXTURE1,
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-- GL_TEXTURE2,
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-- GL_TEXTURE3,
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-- GL_TEXTURE4,
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-- GL_TEXTURE5,
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-- GL_TEXTURE6,
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-- GL_TEXTURE7,
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-- GL_TEXTURE8,
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-- GL_TEXTURE9,
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-- GL_TEXTURE10,
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-- GL_TEXTURE11,
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-- GL_TEXTURE12,
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-- GL_TEXTURE13,
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-- GL_TEXTURE14,
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-- GL_TEXTURE15,
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-- GL_TEXTURE16,
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-- GL_TEXTURE17,
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-- GL_TEXTURE18,
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-- GL_TEXTURE19,
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-- GL_TEXTURE20,
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-- GL_TEXTURE21,
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-- GL_TEXTURE22,
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-- GL_TEXTURE23,
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-- GL_TEXTURE24,
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-- GL_TEXTURE25,
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-- GL_TEXTURE26,
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-- GL_TEXTURE27,
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-- GL_TEXTURE28,
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-- GL_TEXTURE29,
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-- GL_TEXTURE30,
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-- GL_TEXTURE31);
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--
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-- uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Integer'Image (i - 1), Left) & "]");
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-- uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
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-- loc : constant GL.GLint := glGetUniformLocation (Self.Program.gl_Program, +uniform_Name_ptr);
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-- begin
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-- -- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
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--
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-- glUniform1i (loc,
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-- GLint (i) - 1);
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--
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-- glActiveTexture (all_texture_Units (texture_Id (i)));
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-- glBindTexture (GL_TEXTURE_2D,
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-- Self.Textures.Textures (texture_Id (i)).Object.Name);
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-- end;
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--
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--
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-- declare
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-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Self.Program.uniform_Variable ("texture_Count");
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-- begin
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-- the_texture_count_Uniform.Value_is (Self.Textures.Count);
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-- end;
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-- end loop;
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end enable_Texture;
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@@ -1,3 +1,7 @@
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with
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openGL.Geometry.texturing;
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package openGL.Geometry.lit_textured_x2
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--
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-- Supports per-vertex site texture and lighting.
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@@ -37,8 +41,8 @@ is
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive);
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return fade_Level;
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
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@@ -56,7 +60,7 @@ private
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type Item is new Geometry.item with
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record
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Textures : texture_Set;
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Textures : Geometry.texturing.texture_Set;
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end record;
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172
3-mid/opengl/source/lean/geometry/opengl-geometry-texturing.adb
Normal file
172
3-mid/opengl/source/lean/geometry/opengl-geometry-texturing.adb
Normal file
@@ -0,0 +1,172 @@
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with
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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ada.Strings.fixed;
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package body openGL.Geometry.texturing
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is
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (Which) := (0.0,
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Now,
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textures_Uniform => <>,
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fade_Uniform => <>);
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if Natural (Which) > in_Set.Count
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then
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in_Set.Count := Natural (Which);
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end if;
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end Texture_is;
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (Which).Object;
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end Texture;
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (1).Object;
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end Texture;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (1).Object := Now;
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if in_Set.Count = 0
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then
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in_Set.Count := 1;
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end if;
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end Texture_is;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view)
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is
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use GL,
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GL.Binding,
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openGL.Texture;
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begin
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Tasks.check;
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if not the_Textures.initialised
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then
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for i in 1 .. the_Textures.Count
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loop
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declare
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use ada.Strings,
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ada.Strings.fixed;
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Id : constant texture_Id := texture_Id (i);
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begin
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declare
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uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
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begin
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the_Textures.Textures (Id).textures_Uniform := Program.uniform_Variable (Named => uniform_Name);
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end;
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declare
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uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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begin
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the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
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end;
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end;
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end loop;
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the_Textures.Initialised := True;
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end if;
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for i in 1 .. the_Textures.Count
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loop
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declare
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use GL.lean;
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use type GL.GLint;
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type texture_Units is array (texture_Id) of GLenum;
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all_texture_Units : constant texture_Units := (GL_TEXTURE0,
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GL_TEXTURE1,
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GL_TEXTURE2,
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GL_TEXTURE3,
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GL_TEXTURE4,
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GL_TEXTURE5,
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GL_TEXTURE6,
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GL_TEXTURE7,
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GL_TEXTURE8,
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GL_TEXTURE9,
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GL_TEXTURE10,
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GL_TEXTURE11,
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GL_TEXTURE12,
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GL_TEXTURE13,
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GL_TEXTURE14,
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GL_TEXTURE15,
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GL_TEXTURE16,
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GL_TEXTURE17,
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GL_TEXTURE18,
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GL_TEXTURE19,
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GL_TEXTURE20,
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GL_TEXTURE21,
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GL_TEXTURE22,
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GL_TEXTURE23,
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GL_TEXTURE24,
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GL_TEXTURE25,
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GL_TEXTURE26,
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GL_TEXTURE27,
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GL_TEXTURE28,
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GL_TEXTURE29,
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GL_TEXTURE30,
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GL_TEXTURE31);
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Id : constant texture_Id := texture_Id (i);
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begin
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glUniform1i (the_Textures.Textures (Id).textures_Uniform.gl_Variable,
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GLint (i) - 1);
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glActiveTexture (all_texture_Units (Id));
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glBindTexture (GL_TEXTURE_2D,
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the_Textures.Textures (Id).Object.Name);
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end;
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declare
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use ada.Strings,
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ada.Strings.fixed;
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uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
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begin
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Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
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end;
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end loop;
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declare
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the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
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begin
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the_texture_count_Uniform.Value_is (the_Textures.Count);
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end;
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end enable;
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end openGL.Geometry.texturing;
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@@ -0,0 +1,45 @@
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with
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openGL.Program,
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openGL.Texture,
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openGL.Variable.uniform;
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package openGL.Geometry.texturing
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--
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-- Facilitates texturing of geometries.
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--
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is
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type fade_Level is delta 0.001 range 0.0 .. 1.0; -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
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type fadeable_Texture is
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record
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Fade : fade_Level := 0.0;
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Object : openGL.Texture.Object := openGL.Texture.null_Object;
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textures_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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end record;
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type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
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type texture_Set is
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record
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Textures : fadeable_Textures;
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Count : Natural := 0;
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is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
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initialised : Boolean := False;
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end record;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view);
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object;
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end openGL.Geometry.texturing;
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@@ -1,12 +1,6 @@
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with
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openGL.Primitive.indexed,
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openGL.Primitive.long_indexed,
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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ada.Strings.fixed,
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ada.unchecked_Deallocation;
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@@ -50,6 +44,8 @@ is
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end free_Primitives;
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--------------
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-- Attributes
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--
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@@ -98,34 +94,6 @@ is
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-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- Self.Textures.Textures (Which) := (0.0, Now);
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-- Self.is_Transparent := Self.is_Transparent
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-- or Now .is_Transparent;
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--
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-- if Natural (Which) > Self.Textures.Count
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-- then
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-- Self.Textures.Count := Natural (Which);
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-- end if;
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-- end Texture_is;
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--
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--
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-- function Texture (Self : in Item'Class; Which : texture_ID) return openGL.Texture.Object
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-- is
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-- begin
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-- return Self.Textures.Textures (Which).Object;
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-- end Texture;
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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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@@ -134,71 +102,6 @@ is
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end Texture;
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-- procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- Self.Textures.Textures (1).Object := Now;
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-- Self.is_Transparent := Self.is_Transparent
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-- or Now .is_Transparent;
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--
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-- if Self.Textures.Count = 0
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-- then
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-- Self.Textures.Count := 1;
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-- end if;
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-- end Texture_is;
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--
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (Which) := (0.0,
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Now,
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textures_Uniform => <>,
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fade_Uniform => <>);
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if Natural (Which) > in_Set.Count
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then
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in_Set.Count := Natural (Which);
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end if;
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end Texture_is;
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (Which).Object;
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end Texture;
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (1).Object;
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end Texture;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (1).Object := Now;
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if in_Set.Count = 0
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then
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in_Set.Count := 1;
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end if;
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end Texture_is;
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procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
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is
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@@ -249,6 +152,8 @@ is
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end is_Transparent;
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--------------
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-- Operations
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--
|
||||
@@ -282,6 +187,8 @@ is
|
||||
end render;
|
||||
|
||||
|
||||
|
||||
|
||||
-----------
|
||||
-- Normals
|
||||
--
|
||||
@@ -442,6 +349,8 @@ is
|
||||
pragma Unreferenced (Facets_of);
|
||||
|
||||
|
||||
|
||||
|
||||
-----------
|
||||
-- Normals
|
||||
--
|
||||
@@ -561,129 +470,6 @@ is
|
||||
|
||||
|
||||
|
||||
-----------
|
||||
-- Textures
|
||||
--
|
||||
|
||||
procedure enable (the_Textures : in out texture_Set;
|
||||
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
|
||||
declare
|
||||
uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
|
||||
begin
|
||||
the_Textures.Textures (Id).textures_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
|
||||
-- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
|
||||
|
||||
glUniform1i (the_Textures.Textures (Id).textures_Uniform.gl_Variable, -- loc,
|
||||
GLint (i) - 1);
|
||||
|
||||
-- glUniform1i (the_Textures.Textures (Id).textures_uniform_Location, -- loc,
|
||||
-- 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);
|
||||
begin
|
||||
Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
|
||||
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;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
---------
|
||||
-- Bounds
|
||||
--
|
||||
@@ -706,6 +492,8 @@ is
|
||||
end get_Bounds;
|
||||
|
||||
|
||||
|
||||
|
||||
---------------
|
||||
-- Transparency
|
||||
--
|
||||
|
||||
@@ -2,8 +2,7 @@ with
|
||||
openGL.Primitive,
|
||||
openGL.Buffer,
|
||||
openGL.Program,
|
||||
openGL.Texture,
|
||||
openGL.Variable.uniform;
|
||||
openGL.Texture;
|
||||
|
||||
|
||||
private
|
||||
@@ -49,52 +48,9 @@ is
|
||||
type texture_Id is range 1 .. max_Textures;
|
||||
|
||||
|
||||
-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in Texture.Object);
|
||||
-- function Texture (Self : in Item'Class; Which : texture_ID) return Texture.Object;
|
||||
--
|
||||
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object) is null;
|
||||
function Texture (Self : in Item) return openGL.Texture.Object;
|
||||
|
||||
|
||||
|
||||
|
||||
-- *************************************************************************
|
||||
-- TODO: Move all texture code to a new 'openGL.Geometry.texturing' package.
|
||||
|
||||
type fade_Level is delta 0.001 range 0.0 .. 1.0; -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
|
||||
|
||||
type fadeable_Texture is
|
||||
record
|
||||
Fade : fade_Level := 0.0;
|
||||
Object : openGL.Texture.Object := openGL.Texture.null_Object;
|
||||
textures_Uniform : openGL.Variable.uniform.sampler2D;
|
||||
fade_Uniform : openGL.Variable.uniform.float;
|
||||
end record;
|
||||
|
||||
type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
|
||||
|
||||
type texture_Set is
|
||||
record
|
||||
Textures : fadeable_Textures;
|
||||
Count : Natural := 0;
|
||||
is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
|
||||
initialised : Boolean := False;
|
||||
end record;
|
||||
|
||||
procedure enable (the_Textures : in out texture_Set;
|
||||
Program : in openGL.Program.view);
|
||||
|
||||
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set) return openGL.Texture.Object;
|
||||
|
||||
|
||||
|
||||
|
||||
procedure Bounds_are (Self : in out Item'Class; Now : in Bounds);
|
||||
function Bounds (self : in Item'Class) return Bounds; -- Returns the bounds in object space.
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
with
|
||||
openGL.Geometry,
|
||||
openGL.Geometry.texturing,
|
||||
openGL.Texture;
|
||||
|
||||
|
||||
@@ -13,10 +13,10 @@ is
|
||||
|
||||
type Face is
|
||||
record
|
||||
Texture_1 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Texture_2 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Fade_1 : openGL.Geometry.fade_Level := 0.5;
|
||||
Fade_2 : openGL.Geometry.fade_Level := 0.5;
|
||||
Texture_1 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Texture_2 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Fade_1 : openGL.Geometry.texturing.fade_Level := 0.5;
|
||||
Fade_2 : openGL.Geometry.texturing.fade_Level := 0.5;
|
||||
end record;
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user